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EDYTHE S. FASSETT 
EDITOR 



INTRODUCTION BY 



JAMES K. STINCHCOMB 

Field Secretary 
California Conference Epworth League 



Copyright, 1920, by 

EDYTHE S. FASSETT 




EDYTHE S. FASSETT 
©CLA566203 



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• f- 

INTRODUCTION 

To Those Who May Need the Help "Epworth- 
ians Fun Bool?" Will Surely Furnish: 

I have reviewed the material compiled by Mrs. 
Fassett and, knowing the need of Fourth Depart- 
ments and those having to do with the Leisure and 
the Learning of young people, I hasten to predict a 
wide circulation and a hearty welcome for this hook;. 
It is useless for me to "cordially recommend" the 
hoofa; an examination of its contents and a glance at 
the arrangement of the material will he its best 
recommendations and really the only ones needed. 

Field Secretary, California 
Conference Epworth League. 



TWENTY-FIVE SOCIALS 
THREE HUNDRED FIFTEEN GAMES 

January Page 

CALENDAR SOCIAL, mostly number games, 11 9 

A NIGHT AT A CAFE, French and cake games, 8 16 

February 

PIONEER NIGHT, animal games, etc., 9 20 

A HEART AFFAIR, Valentine games, 12 25 

March 

AN IRISH PARTY, Irish games, 9 31 

A LEFT-HANDED SOCIAL, left-handed games, 6 34 

April 

NEWSPAPER SOCIAL, newspaper games, 18 37 

A MERRIE ENGLAND REVEL, English games and Forfeits, 
26 43 

May 

A BIRD SOCIAL, bird, tree and flower games, 7 50 

INSTITUTE SOCIAL, classes and Institute games, 10 54 

June 

HAWAIIAN SOCIAL, Hawaiian and beach games, 8 59 

TENNIS TOURNAMENT, Tennis games, etc., 8 62 

July 

PATRIOTIC TEA, patriotic games, 5 66 

BEACH PARTY, beach games and an Aquatic Carnival, 15.... 69 
TRAVEL SOCIAL, related games and Show Places, 1 7 72 

August 

KID PARTY, school and children's games, 7 76 

AMERICAN COLLEGE EVENING, Track Meet, Initiation, 21.. 79 

September 

KABINET KARNIVAL, Labor games, 13 83 

HARVEST HOME FAIR, Side Shows, Art Exhibit, etc., 39 88 

HARVEST HOME FESTIVAL, Harvest games, 6 91 

5 



October Page 

COLUMBUS DAY SOCIAL, related games, 7 94 

A HAUNTED HOUSE PARTY, Hallowe'en and Mystery 

games, 23 97 

November 

ARMISTICE DAY CELEBRATION, Games of All Nations, 8.. .106 
FEAST OF CHRYSANTHEMUMS, Japanese games, Recep- 
tion to New Members, 10 109 

December 

TOWN ELECTION IN DECEMBER, Christmas games, 5 112 

MOTHER GOOSE FESTIVAL, Mother Goose games, etc., 7....1 14 



FOREWORD 



Conceived in the mind of James K. Stinchcomb, our worthy and 
much loved Field Secretary, while attending our Summer Institutes, 
ihis book goes forth as a child to win your affections. 

It seems to supply a long-felt need. We have been working for 
years with the Fourth Vice-President's Manual, edited by the Rev. 
Peter Jacobs and published by the Central Office of the Epworth 
League. Herein, are given excellent outlines for socials. For in- 
stance, it is suggested that a Pioneer Social be given on or near the 
Eleventh of February, Daniel Boone's birthday, and a good program 
is outlined. In our book you will find games that are appropriate for 
such a social. In many ways the socials given here, are well-rounded- 
cut plans that act as supplements to his excellent outlines. 

In many cases more games than could possibly be played in one 
evening are given so that you may have a wide choice. Select the 
ones best suited to your needs. 

One plan that has been submitted, for general grouping and which 
we think is excellent, might be applied to any social, where you felt 
the need of such grouping. It is here quoted, "Last fall we gave a 
Reception to the Freshmen of pur High School. There were over 
one hundred present, so we divided them into three groups — The 
Wall Flowers — The I Don't Care To Run's — The Show Me To It's. 
The liveliest person we had took charge of the third group and they 
played every game they could possibly crowd into two short hours. 
Those in the second group were in the sitting games, so called. 
While those in group one were patients in the hands of the Reception 
Committee. It was a success! Why? Because we divided our 
people and put the best leaders we could at the head of each group 
and then left the rest to God. That is said with the utmost reverence. 
I assure you. because — God is the ever present guest at our parties, 
and it is our love for Him that keeps the spirit of harmony in our 
midst and gives us the desire for truly noble and clean interesting 
fun." 



A gentle hint: Do not neglect the program and educational op- 
portunities of the social. Secure the Fourth Vice-President's Manual 
and see what chances may be yours to inspire someone to read a 
good book, seek information, go to College, or become interested in 
music. Alike is this applicable to Fourth Vice-Presidents and hosts 
and hostesses at home parties. 

If you build your social plan with these fcur ideas in mind, and 
with God's help, it is not likely to be a failure, 

Recreational Need : For those who work in office every day. 
Athletic Leadership: Among those who like to play. 
Educational Stimulus: For those from behind counters or from 

homes. 
Leadership: Among those who have had advantage of history, 

prose and poems. 

We acknowledge with grateful thanks the many contributions of 
social plans, games, stunts and suggestions from loyal California and 
a few Nevada Epworth Leaguers that have helped to make this book 
possible. Many of the ideas here carried out were first gleaned at 
the Asilomar Institutes. This is our book. May it be a worthy com- 
panion to all Epworth Leaguers in search of social plans. 

— The Editor. 



CALENDAR SOCIAL 

For a Calendar Social, have twelve girls come costumed to rep- 
resent the twelve months of the year. These may give out, as they 
are receiving the guests, little cards which the guests are to pin on, 
after writing their name thereon. In the upper left hand corner will 
appear a drawing or the name written, of that month's flower. To 
illustrate, the girl representing March will give out to all persons that 
enter the room, who were born in March, a card with a violet in the 
corner, or the word "Violet" written on the corner. The complete list 
follows : 



January 




Snowdrop 


February 




Primrose 


March 




Violet 


April 




Daisy 


May 




Hawthorn 


June 




Wild Rose 


July 




Lily 


August 




Poppy 


September 




Golden Rod 


October 




Aster 


November 




Chrysanthemum 


December 




Holly 


The invitations might read: 




(President* 


s Name) 






as "Winter" and 


(4th Vice- 


Pres. 


Name) 
as the "New Year" 


will hold a Reception in 


t honor of the 


• 


'MONTHS" 


Please Bring 






Your Prettiest Calendar 




Friday Evening 


For Exhibit 




Jan. 16th 



If each one brings a calendar there will be a varied collection 
which will indeed be attractive. Allot a space to each month for the 
display of their calendars. You could group three months together 

9 



if your crowd is small. The merits of the different collections might 
be judged by their appropriateness to the month they belong, either 
in floral decoration or according to season. Credit also should be 
given for the best arrangement. 

A short program would be interesting telling of curious calendars 
in the past, as 

The Aztec Calendar; 

The Dakota Calendar, or Winter Count System; 

The Scandinavian Calendar: 

And then, the Gregorian Calendar, Our present system. 
For helps on the program for this social, you might look up 
"The Old Farmer and His Almanack," by G. L. Kittredge, and 
articles, "Calendar" and "Almanac" in the Encyclopaedia Britan- 
nica, eleventh edition. 

GAMES 
One, Two, Three 

Form in a large circle, or two circles, if more than forty are play- 
ing, all seated. Number around the circle in threes, as one, two, 
three; one, two, three, and so on. Have three persons in the center 
who are also one, two and three. Now each one in the center takes 
a turn at calling one, two or three (not necessarily his own number) . 
When "one" is called, all those numbered "one" must change places 
with each other, and so on with "two" and "three." The ones in 
the center can try for a seat only when "their" number is called. 
However, all in the center may tag anyone changing places if they 
can. If successful these take their places. 

For a small number playing, say twenty, have only one person in 
the center. 

The Mystical Numbers 

Make out squares of heavy paper with a number on each, that is 
beginning with 1 , 2, 3, etc., up to the number of people present. Dis- 
tribute them all. Give out ten beans to each person. Now announce 
that the persons holding mystical numbers at the end of the game, 
will receive a prize ; also, a prize will be given to the one having the 
most beans at the end of the game. The object is to barter for the 
winning numbers. 

10 



All numbers called must be placed in a basket. Call out 5 and 
all multiples of 5. Thereafter, 5, 10, 15, etc., are of no value in 
bartering. Then call 2 and multiples of 2 ; 11 and all multiples of 
11; 3, all multiples of 3 and all numbers ending in 3 ; all numbers 
ending in 9; in 7. This leaves seven mystical numbers in 100. If 
you desire only two mystical numbers, call 1 1 and all numbers end- 
ing in 1 , instead of as above, 1 1 and all multiples of 1 1 . This leaves 
"7" and "1" as the mystical numbers. 

Three Deep 

Arrange company in groups of three, in a circle, one behind the 
other, facing the center, like the spokes of a wheel. Two extra 
players are also necessary. One of these starts the game by chasing 
the other. The runner saves himself by placing himself in front of 
one of the groups. The chaser must then pursue the end man, or 
outside player of that group. At any time during the game if the 
chaser tags the runner, the runner must become the chaser. 

This game is a very lively one especially if the players will observe 
the rule of "immediately" placing themselves in front of someone, 
when they find themselves the fourth one in the row. 

For a small company, arrange in groups of two instead of three. 

Zero Game 

Obtain two or three sheets of red, white, blue, green and yellow 
paper and cut out numerous circles (zeros) each two inches in 
diameter. Divide each zero into four quarters, mix up thoroughly 
and strew about the room, in sight and hidden. On signal all are 
told to hunt for zeros and then reconstruct them, each of one color. 

Unknown to the guests you assign a certain value to the different 
colors as White 6, Yellow 5, Green 4, Blue 3, Red 2, and for a zero 
of mixed colors, 1. Write on a piece of paper and seal in an 
envelope. * 

When the signal is given for the end of the search, produce the 
envelope and explain how the score is to be counted. This will 
create a great deal of interest in figuring up the various scores. 

Resolutions 

Give out Watch-shaped booklets. Each person is requested to 

11 



write out an original resolution. At the end of a few minutes have 
each change with his neighbor. Then have the resolutions read. 
Some of the answers, if I am not mistaken, will be very amusing, 
while some may be very appropriate to the occasion. Have the 
booklets returned to the owners at the end of the reading. 

Famous Numbers 

Give out a number to each person present; or provide the players 
with pencil and paper and let each write a number on his slip, col- 
lect the papers, mix them up, and let each player draw one. Each 
in turn must name something or someone suggested by that num- 
ber. The one who is unable to name anything must pay a forfeit. 

Suppose No. 1 has 22, he will say: "My number is 22; George 
Washington was born on the 22d of February." No. 2, "My num- 
ber is 4; there are four seasons in a year." No. 3, "My number is 
13; there are thirteen stripes in our flag." 

A better way, in place of forfeits, in case someone is unable to 
answer, is to have that person pass his number to his right hand 
neighbor and so on until someone is able to give an answer. The 
person with the greatest number of slips at the end wins. 

The Months 

The leader need be the only one who understands this game. He 
asks, "What month are you going away in?" One player might 
answer "October." What will you take with you? He could answer, 
"Oranges." What will you wear? Overcoat. What will you do? 
Occupy myself with oars. The object is, that the one who answers 
must make the initial letter of the month chosen predominant in his 
answer. All who do not do this, must pay forfeits. Of course, these 
questions are asked in rounds, that is, the first and second questions 
are asked of all, first; then the third question, etc. 

Trading of Events 

Select from history as many well known events as you expect 
people present. Prepare five slips of paper with the event written 
thereon, and five with the date. Place each set in an envelope. On 
the evening of the social, have two or three help in giving out these 
slips. Assemble your company in two rows. Instruct your helpers 

12 



to give out one slip to each of ten persons along the row, coming 
back for another envelope when finished with the first set, and so 
on. This insures the events and dates being mixed thoroughly. 

On signal all are told to begin trading. A prize is announced for 
the one who first reports with five slips containing one event, and 
five slips with the correct date of the event. 

If you wish to have this a "partner" game, it would not require 
so much preparation. 

Buzz and Fizz 

One of the players starts the game by saying "One," the next 
"Two," the next "Three," etc., until seven is reached when the word 
"Buzz" is substituted. "Buzz" is also substituted for a multiple of 
seven, as, fourteen, twenty-one, etc. Also when twenty-seven is 
reached or any number with a seven in it. When they reach Seventy, 
they say "Buzz," "Buzz one," "Buzz two," etc., and at Seventy- 
Seven, say "Buzz, buzz." When a person misses he must thereafter 
keep still. 

"Fizz" is substituted in the same way for five, figures ending in 
five, multiples of five, etc. 

It is very exciting to combine "Buzz" and "Fizz" if the leader 
insists that the numbers be called off quickly. 

Sentences From Numbers and Letters 

Give out paper and pencil to each. Ask that each try to make 
the longest sentence possible from NUMBERS and LETTERS. 
Examples, KT CC 3 BBB; 2YYUR, 2YYUB, ICUR2YY 
4MLE. 

When the time comes for reading the sentences composed, each 
person reads his own. No one can protect their sentence after this. 
Should anyone be able to add another number or letter, making sense 
of course, to a sentence when read, that person can claim the sen- 
tence. When all have read their sentences, each counts the char- 
acters in his possession (KT counts 1 ) . The one having the highest 
score should be awarded a small prize. 

A small favor in the form of a suit KS filled with candy might be 
appropriate. In presenting the prize, you might tell the winner that 
you hope he will not find this "KS" "MT." 

13 



The King's Considering Cap 

This game is an old one, played in various ways, and under a 
score of names. The following way I have found to be superior to 
most plans used, and has proven very delightful. 

The company is arranged in a circle. Elect someone "King." 
Starting at the left of the King, number your company, 1, 2, 3, etc., 
until all have a number. Each keeps his own number throughout 
the game, unless he changes places with the King. 

Conversation Used in the Game 
King. The King has lost his considering cap, and doesn't know 
where to find it; some say this, and some say that, but I 
say No. 1 has it; 1, 2, 3, 4, 5. 
No. 1. Who, Sir; I, Sir? 
King. Yes, Sir; You, Sir. 
No. 1. No, Sir; not I, Sir. 
King. Who then, Sir? 
No. 1. No. 5 Sir; 1,2,3,4,5. 
No. 5. Who, Sir; I, Sir? 
No. 1. Yes, Sir; You, Sir. 
No. 5. No, Sir; not I, Sir., and so on. 
Explanation 

To start the game, the King says, "The King has lost his consider- 
ing cap, and doesn't know where to find it; some say this, and some 
say that, but I say No. 5 has it; 1, 2, 3, 4, 5." The King can call 
on any number. 

If he says No. 1, the person who is No. 1 must say, "Who, Sir; 
I, Sir?" before the King finishes counting. If he succeeds, the King 
then says, "Yes, Sir; You Sir." No. 1 says, "No, Sir; not I, Sir." 
The King, "Who then Sir?" As soon as the King says this, No. 1 
says, quickly "No: 5, Sir; 1, 2, 3, 4, 5." (Or any other number 
he chooses to call.) No. 5 must say before No. 1 has finished count- 
ing, "Who, Sir; I, Sir?" No. 1 must then answer No. 5, in the same 
words that the King used in answering him. 

If any miss, as they most certainly will, away to the foot they must 
go, and all move up one seat nearer the King. 

Anyone may call upon the King by answering the question, "Who 
then Sir?" put to them, by saying, "The King, Sir; 1, 2, 3, 4, 5." 

14 



Many a King has been dethroned during the playing of this game, 
by his subjects watching their opportunity to call upon him. If the 
King fails to say, "Who, Sir; I, Sir?" before five is counted when he 
is called upon, he must relinguish his throne to the person occupy- 
ing the chair to the left of the King (which by the way is not always 
No. 1). 

It is not against the rules of the game to call upon the same one 
that called upon you, or to call upon the King twice in succession. 
This will surely reduce them to the foot, if they are not very familiar 
with the game, and played it often. However, the most expert in 
this game are easily caught unawares, and because of this, the game 
is a very popular one, as a home game for about twenty people. 

It is best, in learning to play this game, to copy out the various 
conversations on paper, especially for the King's use, as one of his 
most frequent duties is to start the game afresh each time a person 
is sent to the foot, by saying the preamble, "The King has lost, etc." 
Also he must prompt any who may forget the words. 

Refreshments 

Include, of course, DATES in your refreshments. 



Could you write a report of the Chapter's work f° r last V € <* r without padding 
or Vague generalities, that would justify the year's expense and effort spent on 
the Chapter? — Dan B. Brummitt. 



* 



A NIGHT AT A CAFE 

The following description of this social, I will quote "in the orig- 
inal" as I received it from a well known Epworth Leaguer. 

"I believe the 'niftiest' social I ever attended was 'A Night at a 
Cafe/ 

Invitations were sent out to the opening of the Cafe. 

The room was arranged correctly. Little tables scattered all over. 
A head waiter met you at the door and gave you your location. Girls 
were there to wait en the ladies, and hat boys present to check our 
lids. Very artistic menu cards had been printed in water colors. An 
orchestra was on deck. Four different drinks were served (punch 
in different colors). The waiters were all in costume with a towel 
over their arm, etc. In fact the thing was carried out in every de- 
tail. The entertainers came around and sang at the tables and every- 
thing. 

It was a very enjoyable evening, and a mighty fine 'different* 
social. 

GAMES 

If this social is given on the 6th of January or about this date, the 
games can be French Games, from the fact that Joan of Arc was 
born at Domremy, France, on this day, or they can relate somewhat 
to the "Cake Festival," or "Twelfth Night Celebration" that was 
popularly celebrated on the 6th of January. 

For French Games that could be used for "A Night at a Cafe" 
the following are suggestions: 

Bouts Rimes 

These two w r ords are derived from two French words meaning 
verses made upon given rhymes. 

Two pieces of paper are given to each person, who is requested 
to write on one of them, two words that rhyme. These papers are 
then collected and read aloud, after which everyone is expected to 
write a short stanza introducing at least six of the words given. The 
stanza is to suggest the menu that the writer would like to have 
served to him. 

This game should produce some very laughable results. A prize 

16 



should be awarded to the best, or wittiest, or whatever the committee 
decides. It may be the prize will go to the menu that is nearest to 
what the Cafe "can" serve, as chocolate and cake if that happens to 
be the refreshments. 

Vivandiere 

Have a girl enter with a tray on which are twenty common 
articles, such as thread, pen, pencil, thimble, etc. She walks up and 
down, talking pleasantly for three minutes. She then leaves the 
room. All are supplied with paper and pencil and told to write 
down as many things as they can remember. 

French Buff 

Ten persons might be called upon to take part in this game, in a 
clear space in the room, for the amusement of the rest. 

The hands of a volunteer are securely fastened behind his back, 
and he is then required to catch someone and name his prisoner be- 
fore he is freed from bondage. As he can only capture from the 
back, he can not readily detect whom he may have seized, even when 
he has succeeded in catching a player; for, of course, the captured 
person tries to dodge the range of an eye glance over the right or 
left shoulder. His prisoner, if correctly named, will take his place. 

The Mysterious Coin 

Secure a Franc piece. Select someone to leave the room. Give 
the Franc to someone and tell them to pass it to someone else, and 
so on. Also, others must make a pretense at passing the coin, so 
that the one who is really passing it, will not easily be detected. Call 
in the one who is "It." Tell him to find the coin in as short a time 
as possible. Keep strict account of the time he takes to locate the 
Franc piece. The person in whose possession he finally finds the 
"elusive article" becomes "It" for the next tryout. The one who 
accomplishes the task in the shortest time, is declared winner. 

Carrying out the Twelfth Night suggestion regarding the Games, 
they might center around "Cakes." In the olden times the pastry 
cooks did their finest baking for this day, and decked their windows 
with marvelous productions of cakes. 

Girls Representing Cakes 

During the evening or as part of the program, have one girl enter 

17 



at a time, representing a certain kind of cake. The first one to 
guess correctly will receive a triangular piece of paper representing 
a piece of cake, and so on with each kind of cake as it is guessed. 
The one who has the most pieces of cake at the end, could be pre- 
sented with a real cake as a prize, which of course he will not eat 
all by himself. The following hints might be helpful in carrying out 
this idea: 

One dressed in dark brown would suggest "Chocolate Cake" ; 

One in orange-colored cheese-cloth, "Orange Cake" ; 

Another with wreaths of raisins, currants and citron, suggesting 

"Fruit Cake"; 
While one in just a plain dress with no signs suggestive of any 

cake may be "Lady Cake," or "Plain Cake"; 
Another carrying a hammer and pounding it whenever she saw 

fit, suggests "Pound Cake"; 
Strawberry Shortcake, Devil, Angel, and Poor Man's Cake are 

only a few of the many that can be used. 

Announce a B. P. C, L. P. C, N. P. C. Contest 

Select as many names of cakes as you have tables at your Cafe. 
Divide each name into as many parts as you expect to have players 
sitting at each table. If you plan on seating four at a table, and one 
of the cake names selected is Orange, write OR on one piece of 
paper, AN on another and G and E on each of two others. 

After giving each one of these prepared pieces of (paper) cake, 
tell them to find the other three-quarters of their cake and sit at one 
table. 

Each table must then prepare a piece of poetry about their kind of 
cake. 

,When time is up, have someone from each table read that group's 
composition, and the best receives the B. P. C. prize, or Big Piece of 
Cake, and the next receives the L. P. C. prize or a Little Piece of 
Cake, and the one that does the poorest receives the N. P. C. or No 
Piece of Cake. 

Cake Sale 

Each player is given a card or sheet of paper prepared with the fol- 

18 



lowing questions, or they may be dictated at the time. The one 
wins who has the largest number of answers correct. 
What kind of cake would you buy for — 

1. Advertisers? (Cream Puffs) 

2. Carpenters? (Plain [plane] cake) 

3. Dairymen? (Cream cake) 

4. Dynamiters? (Raisin cake) 

5. Geologists? (Layer cake) 

6. His Satanic Majesty? (Angel's food) 

7. Idlers? (Loaf cake) 

8. Milliners? (Ribbon cake) 

9. One who lives on his friends? (Sponge cake) 

1 0. Politicians ? (Plum cake) 

11. Sculptors? (Marble cake) 

12. Those who sample all of these too much? (Stomach ache) 

Apron Wearing Contest 

Borrow enough common kitchen aprons to put one on every 
gentleman attending. At the proper signal the apron exchanging 
begins. One young man walks up to another and starts in by say- 
ing, "Thank you," and then asks a question, after which he counts 
ten. The one addressed must answer by first saying 'Thank you," 
and then supplying the answer to the question, before the other is 
finished counting. If anyone fails to introduce his declaration with 
a "Thank you" he must take the apron of the other fellow. This he 
fastens over the one he is already wearing. If he is not quick he 
will soon be wearing several. After fifteen or twenty minutes' drill 
the contest closes. Every man must then pay one cent for every 
apron he is wearing as a fine for being careless in "politeness." The 
ladies present will enjoy seeing the men robed with aprons. The 
new garb will embarrass the brightest so that they will be more easily 
caught than if otherwise attired. Even the bashful fellow will find 
himself doing his best to get rid of the apron. The fellows who have 
no aprons, when time is called, escape the fine. 

Program 

For a Twelfth Night Program (and also St. Valentine's) see "The 
Year's Festivals," by Patten, for suggestions. 

19 * 



PIONEER NIGHT 

February 11,1 735 is the birthday of Daniel Boone. We might 
celebrate this day by holding a "Pioneer Social." For a program, 
secure a real pioneer in your community to give a ten-minute ad- 
dress. Perhaps you could find two pioneers, each to talk on a differ- 
ent aspect of pioneering, as "Prairie Fires" and "Exciting Expe- 
riences." Sing a few of the old favorite songs. An exhibit of pioneer 
relics would attract interest. Whatever you do, first secure your 
talent, then advertise well in advance. 

A Pioneer Social is, of course, appropriate to many other times 
of the year. It might be given in May, as on May 1 4, 1 804, Lewis 
and Clark started on their wonderful expedition to the Oregon 
Country. 

GAMES 
A Coon Hunt 

This game will put all on a friendly basis. If a large company, 
have four sides. Otherwise have two sides. Each side selects a 
Captain. Previously nuts have been hidden all around the room. 
Place a basket at each end of the room; one for each side. 

When the signal is given, all must look for the nuts. However, 
instead of gathering up the nuts found, each must find a nut and 
"bark" at it until the Captain comes and taking it places it in the 
basket belonging to his side. 

As he can carry only one nut at a time to the basket, the Cap- 
tain has a merry time keeping up with the barking. For a reward 
you could give a box of "shells" (shelled nuts) to the winning side 
in the hunt and tell the losers they have to wash the dishes at the 
end of the evening. 

Prairie Fire 

This is an old Scotch game adapted. We use the word "Prairie" 
instead of "Mountains." 

"Fire on the Prairie, run, boys, run! 
You with the red coat, you with the gun. 
Fire on the Prairie, run, boys, run!" 
20 



A center player repeats the verse, during the entire game. He 
may stop at any point in the verse, calling "Base." 

Each player has a "base" (chair). These can be arranged in a 
circle but should be as far apart as possible. There is also an odd 
player in the center. When the "Base" signal is given, the players 
must change places, running only on the outside of the circle. The 
"odd" player tries to secure a base, if he succeeds the one without 
a chair must leave the circle. Also remove one base, each time. 

When there are only two players left, have them circle the chair 
and some distant object. The one winning calls the verse for the 
next game. 

The Stampede 

Divide company into two sides. Arrange a base for each across 
the ends of the room, also have a base about three feet wide marked 
off, in the center of the room. Each side toes the center line nearest 
their goal. 

One side is called "Odd" and the other "Even." Someone sits 
at the piano. If he strikes an odd number of notes one after the 
other, the "Odd" side makes for their goal, the "Evens" pursuing 
them. If an even number of notes, the "Evens" run for their goal, 
the "Odds" trying to catch them. If any are caught before they are 
inside of their goal line, they must join the ranks of their opponents. 
The side wins which has the most number on their side at the end of 
the game. 

Rabbit 

Divide your company into groups of four. Have three of these 
join hands and one steps into the center. Have two extra players; 
one is the rabbit and the other is a fox. The fox chases the rabbit. 
The rabbit darts into a circle. If tagged, however, the rabbit be- 
comes the fox and the fox turns and runs as the rabbit. 

Each time a player enters a circle, after running, he must change 
places with one of the three in the circle. This gives everyone a 
chance to run sooner or later. 

This game is also called "Squirrel Tree Tag." 

2! 



Baste the Bear 

This is an old English Game. You will need six toy balloons. 
Select three from each side, one side to compete against the other; 
that is, first one side will be the bears, then the other side. 

Have a long string on each balloon and tie over and under the 
arms of the ones who are the bears, so that the balloon is at their 
back. The three others are provided with swats (newspapers rolled 
up). 

Strict tab is kept of the time it takes to "kill" the bears (break 
their balloons) . The side wins which accomplishes this in the short- 
est time. 

Indian War Dance 

All join hands in a circle and dance around a small stool or 
cushion. Each tries to get his neighbor to touch the stool, but tries 
to keep clear of it himself. Whenever anyone is unfortunate enough 
to touch it, he must drop out of the game. 

If you are having contests, have each side select a certain number, 
say six, to dance the "War Dance." The one to drop out first loses 
1 2 points for his side ; next one out, 1 1 points, then 1 0, 9, 8, etc. 
The side losing the least number of points, wins. 

Wild Game 

Have the following pictures of animals pinned up in one corner 
of the room, decorated to represent a forest: 



1. 


Grizzly Bear 


6. 


Red Deer 


2. 


Common Gray Wolf 


7. 


Tiger 


3. 


Woodchuck 


8. 


American Beaver 


4. 


Lion 


9. 


Chipmunk 


5. 


Common Red Fox 


10. 


Common Raccoon 



As players make their way into the forest couples are formed, 
and each pair receives a slip of paper on which are written the fol- 
lowing unintelligible -looking words. A line running just below says : 
"These are the scientific names of the beasts visible at present in the 
forest. Please identify each with the picture by writing opposite 
it the number found on the picture to which you think the name 
belongs." 

22 



Ursus horribilis Cervus elaphus 

Canus lupus Felis tigris 

Arctomys monax Castor canadensis 

Felis leo Tamias striatus 

Vulpes vulgaris Procyon lotor 

Of course, these last are in the same order as the numbered names 
above. In preparing the slips for the guests, change the order of 
the names. 

Prairie Schooner 

From the fact that a prairie schooner rocked from side to side on 
its trip to the frontier, this game receives its name. 

Two lines. Have every other one raise their hands. They are 
the Wheels ; the others are the Axles. Or call them Reds and Whites, 
if you like that better. The object is to pass bean bags alternately 
across the lines to reach the end of the line first. Have five red 
and five white bean bags. Start the bean bags one right after the 
other. It is a very merry game if all follow the rules. A hint: you 
must have two distinct colors for your two sets of bean bags, or much 
confusion will result. 

Pioneers 

Prepare booklets in the shape of a log cabin. Explain that the 
pioneers whose names are to be guessed were all born in the month 
of February. 

An English PIONEER of humor. 
PIONEER of submarine art. 
Real PIONEER. 

PIONEER in the freedom of a race. 
PIONEER of the real short story. 
PIONEER "Father" of a Country. 
PIONEER with his pen against political and moral 

evil; famous for his satirical poems. 
PIONEER of French Romance with an object. 
PIONEER of much loved, American School-room 

poetry. 

23 



1. 

2. 


A) 
A 


3. 


A 


4. 


A 


5. 


A 


6. 


A 


7. 


A 


8. 


A 


9. 


A 



Answers 

1. Charles Dickens, 

2. Jules Verne, 

3. Daniel Boone, 

4. Abraham Lincoln, 

5. Edgar Allen Poe, 

6. George Washington, 

7. James Russell Lowell, 

8. Victor Hugo, 

9. Henry Wadsworth Longfellow, 



Feb. 


7, 


1812. 


Feb. 


8, 


1828. 


Feb. 


11. 


1735. 


Feb. 


12, 


1809. 


Feb. 


19, 


1809. 


Feb. 


22, 


1732. 


Feb. 


22, 


1819. 


Feb. 


26, 


1802. 


Feb. 


27, 


1807. 



Your department is a great training school. Ma\e it a field wherein people 
may discover their talents. Help them to find their place. Develop leadership 
for the Church, community and world. — The Epworth League Fourth Vice- 
President's Afanual. 



S-s~s-s-s-s-s-s-s 
Boom! ! ! ! ! ! ! 

Ah 

Sky -r octets ! 
Hamilton! ! 



24 



A HEART AFFAIR 

When inviting the guests for this Valentine Party, request each one 
to bring an original valentine addressed to one of the guests. As the 
guests arrive the hostess collects the valentines, being careful to keep 
those addressed to ladies in one pile, and those addressed to gentle- 
men in another. She then hands each one a valentine. These are 
then read aloud and a jolly time will be the result. 

However, for a Social it might be a better plan to ask everyone 
to bring a Valentine or Valentines addressed to anyone he or she 
chooses and that Cupid will conduct a r^ost Office where same can be 
mailed during the evening. 

/ GAMES 

Comic Valentine Cut-Up 

Buy ten comic valentines, if you expect forty people. Cut each 
valentine into four pieces and fold each piece twice. When the 
game is about to begin let each person help himself to a single piece, 
which must not be opened until all have drawn. When the bell 
sounds, all open their scraps and endeavor to mate them with those 
of other people, so as to form a complete picture. 

This is an excellent "first" game to get your crowd acquainted and 
friendly. 

Valentine Alphabet 

Assign an even number of "comic valentines" to each side. This 
will divide your company into two sides for this game. 

Have two sets of letters on large pieces of cardboard. You can 
have the entire alphabet if you have a large crowd. If you have a 
small crowd just have the letters of the word Valentine. Have one 
set red and the other blue. Have a Captain of each side (called 
Cupid) who selects the persons to hold the letters for his side. The 
balance are rooters. 

Director gives out the words to be spelled by the persons holding 
the letters, arranging theselves in the proper order. If you have a 
full alphabet choose such words as HEARTS — VALENTINE — 
LOVE— LOVERS— CUPID, etc. If not, make out a careful list be- 
forehand of the words that can be formed from the letters given out. 

25 



If a letter occurs twice in a word and there is only one person on that 
side who has the letter, he or she must run first to the one place and 
then to the other where that letter belongs. Side in order first each 
time, 5 points. Each one on the winning side receives a small red 
paper heart on a string. In each contest during the evening the 
players will endeavor to add another heart to their string. 

Partners 

To secure partners for the next game, prepare red hearts accord- 
ing to the number you expect. Give each one. Have them write 
their name on same. Drop the girls* names into one vase and the 
boys' names into another. Have each in turn draw for a partner. 
This follows a very old Valentine custom. 

A Heart Hunt 

Have half as many large paper hearts as there are players. Any 
paper which can be written upon, even wrapping sheets, will do for 
this. Across each heart write a quotation about love from the poets. 
Then cut the hearts in half and hide one-half of each. (If this 
seems to be too much preparation, number each half of the heart 
alike.) 

Give each couple half a heart. Form them in line and march 
around the room to appropriate music. (Red Wing is suggested.) 
When the signal is given all break ranks and the object becomes to 
see which couples can find the missing half of their heart, first. The 
first five couples reporting could be awarded an additional heart for 
their string, or given a heart and a string, if this was their first 
winning. 

Cupid 

This is an adaptation of "Tucker" but is an excellent way to secure 
partners for the next game. This game can be played with or with- 
out music. 

The leader stands in the center. All others get partners and when 
the leader calls out "March" they circle around him with their part- 
ners. Then leader calls "Girls on outside and boys on the inside," 
and they change places. Second call, "Girls march in front of 
boys," and the girls step in front of their partners, but all keep 

26 



marching in a circle. The third call is "Halt and face your part- 
ners"; then "Grand right and left," and the girls wind in and out 
in one direction and the boys in the other. It must be understood 
that the boys must turn back for this, or always go to the left, so 
no confusion results. Suddenly the leader calls, "Cupid" and cap- 
tures a partner of the opposite sex if he can. 

The one who does not get a partner is leader the next time. 

After a few rounds, never tell how many, the partners secured 
when time is called will play the next game together. 

Suspended Hearts 

Have different sized hearts (about five) strung on a stout cord, 
and placed about five feet from the floor. Divide company into 
two sides (if they have just played the previous game, after "Cupid" 
has been called and all secure partners, forming in a circle again to 
play, call time and assign an even number of couples to each side 
for this game). Elect a Captain, who chooses three couples from 
each side to compete. Each one is given bean bags with which they 
have three chances to hit the suspended hearts. The smallest heart 
contains the largest score as 20, the next 10, the next 5, then 3 
and 2. The side scoring highest wins, each a heart for his string. 

Heart Sentiment 

Have the same partners as last game. Give each couple a piece 
of cardboard cut to the shape of a heart. Have them unite in writ- 
ing down as many terms of sentiment as possible. At a given signal 
all must stop writing and each in turn reads his list. All who have 
the same word on their heart must scratch it out. Of course, the 
ones with the unusual words will be the winners. If more than one 
couple are in line to win, have them draw, or in some way decide the 
final winners. This couple can be crowned King and Queen of 
Hearts and distribute the Valentines that were brought earlier in the 
evening. 

However, all winning in this game, receive a heart for their string. 

Other contests will suggest themselves from the varied "Valentine" 
games to be had, if those outlined here are not new to you. 

A prize might be given to the one with the most hearts on his 
string. 

27 



To Decide Winner 

If there are several with the same number, decide the winner in 
this novel manner; have each one open a book to any page he 
chooses, and announce the letter that begins the left-hand page. 
The letter nearest the top of the alphabet would win. 

HOME GATHERING 

If your Valentine party is held in a home, some of the following 
games might be used. 

Partners 

A huge heart is drawn on a black board or stiff paper. The heart 
is divided into as many sections as there are girls present and each 
section is marked with some girl's name. The boys are blindfolded 
and each in turn is furnished with a white arrow, cut from stiff 
paper, and is sent to the heart with directions to pierce it with the 
arrow. To pierce means simply to touch it for the purpose of the 
game. The girl whose name is written in the section he pierces be- 
comes his valentine. 

Love Letters 

Have one person step from the room and each must write a love 
letter to him or her not signing any name (may be advice about love, 
if they like). These are given to the hostess, who calls the person 
in, and reading the sentiments one by one he must guess in three 
guesses who sent it to him. If he does not, the hostess goes on to 
the next one, and so on. If he guesses correctly that one then leaves 
the room. 

Hearts and Arrows 

Have partners for this game. The Valentines selected in the 
first game might be a good way to solve who shall be partners for 
this game. Each boy in turn is given a paper heart. Each girl is 
given a tin arrow. The girls are all blindfolded, and on signal must 
cross the room to where the boys are standing with outstretched 
paper hearts waiting for their partners to pierce them with their tin 
arrows. The first couple to accomplish this, wins. 

28 



Paper Doves 

The "dove" has long been connected with St. Valentine's Day. 
Therefore cut out for your Valentine party a number of whiter paper 
doves. On each dove write a letter of a famous lover's name. Thus, 
Juliet would be written on six doves, viz. : J on one dove, U on one, 
L on one, etc. The name Evangeline would be divided into six parts 
and written on six doves. 

Each will then hunt for six doves. It might be well to give each 
a dove containing the first letter of some name, to start the hunt. 

Another pretty version could be developed in this way: Each 
dove would have written on it a message hinting at the direction 
which should be taken to find the next one. Thus, on one dove the 
message would be: "Carrier Pigeon No. 4 was last seen flying 
West." Or, "Carrier Pigeon No. 5 was seen a moment ago flying 
due South." Going in the direction indicated in the message the 
player discovers the next dove in his series, which with its message 
assists him still further in his quest. The last dove (for the boys) 
could contain the name of his partner for refreshments. 

A Heart Game 

Cut a number of cards in heart shape out of white cardboard. On 
one half of the number of cards write the name of a famous lover in 
history or fiction, and on the remainder of the cards write the names 
of the ladies to which the lovers were devoted. The following are 
some of the names that can be used: 

Romeo and Juliet Gabriel and Evangeline 

Dante and Beatrice John Ridd and Lorna Doone 

Isaac and Rebecca Othello and Desdemona 

Hiawatha and Minnehaha John Halifax and Ursula March 

John Alden and Priscilla David Copperfield and Agnes Wakefield 

Paul and Virginia Hamlet and Ophelia 

Punch and Judy Robert Browning and Elizabeth Barrett 

Jack and Jill Billy Wiggs and Lovey Mary 

Ivanhoe and Rowena Shakespeare and Anna Hathaway 

Cinderella and the Prince Robert Burns and Highland Mary 

Darby and Joan The Judge and Maud Muller 

29 



The above names will make forty-four cards. If more are desired 
make out more than one set of some names. The hearts are then all 
well mixed up, each one is given four, and the remainder placed on 
a center table. The object is to secure mates, that is, if a person 
holds Romeo he must have Juliet before he can lay these cards aside. 
The first one to mate all of his cards wins the game. 

The game is started by someone calling for a card. Suppose the 
person calling has Dante. He then desires to secure Beatrice. He 
must designate someone and ask them for the card. If they have it, 
they must give it to him. If not, he takes another heart-card from 
the table. The next player to the right continues the game. One 
rule, however, that all must not forget is, that only those that hold 
the names of the lover can call. If a player has the card bearing 
the name Minnehaha, he cannot call for Hiawatha, but if he holds 
the Hiawatha card he can call for Minnehaha. If a player does not 
have a lover in his hand, when it is his turn to call, he can take one 
from the center table, as long as there are any left. When these 
are exhausted, such a person can name anyone, and that person must 
exchange a card with him, giving him a lover. He then proceeds to 
ask someone else for the matching card. 

Program 

For a short program, look under the heading of "Festivals" in the 
Public Library. 



St. Valentine — An ideal time for "Cupid" to reign supreme. Are we offer- 
ing wholesome places and wholesome opportunities for our young people to meeU 
woo and win their life companions? — Rev. Peter Jacobs, D. D. 



30 



AN IRISH PARTY 

Faith an' its plazed the Hamilton Epworth Leaguers '11 
be to meet you the Seventeenth in th* avenin\ 
Waller and Belvedere Streets San Francisco. 

The Wearing of the Green 

Pin a slip of paper containing the name of something green, 
as 

1 . Lettuce 

2. Pine Tree 

3. String Bean 

on the back of each person as they come into the room. Also give 
them a piece of paper and a pencil. They are to try and keep all 
the others in the room from finding out what their name is and at 
the same time try and put down on the paper opposite the correct 
number the names of all the others. 

Lakes of Killarney 

Have pieces of green cloth, paper or anything available laid down 
in a circle with spaces between. Play a march. All (each with a 
partner) must walk in a circle and over the Lakes to the time of the 
music. When the music stops any found in the Lakes are out of the 
game. 

Drop the Shamrock 

Partners stand next to each other in a circle. Same as "Drop the 
Handkerchief" only have a large shamrock cut from green paper in- 
stead of a handkerchief. Play with partners instead of singly. That 
is, one couple is out; they hold hands as they march around and run 
together after the Shamrock is placed behind some couple. Both 
couples must run the same way. If the first couple is caught they 
must go into the center of the circle. 

Trip to Belfast 

Make two chalk lines on the floor. Have one from each side com- 
pete. A pair of opera glasses is needed. Contestant must look 
through the opera glasses and walk the length of the line and return. 
One re urning first, wins. First use the large end of the opera 

31 



glasses, then reverse. More than one on each side can compete if 
desired. 

Joke Hunt 

Cut Irish jokes in half and hide around the room. Have all scatter 
and hunt for same. Two that match are partners for the next game. 

Irish City Charades 

Have the boys and girls line up according to height for partners. 
Then divide into two sides. Select one couple as Captain of each 
group. Give each a map of Ireland. Each side in turn must act out 
a City of Ireland to be guessed by the other side. If one side fails 
to guess, the other side secures a couple from that side. It is best to 
let one couple do the acting for their side, giving each couple a 
chance to do something, thereby. However, if a name chosen re- 
quires more than one couple to act it out, the side is at liberty to use 
more people. 

Pratie Race 

Have five from each side compete in spooning potatoes with a 
wooden spoon to a certain point and back. 

Trip to Dublin 

Have about three or four maps of Ireland. Divide your company 
into as many groups. Blindfold each player in succession and have 
them pin a shamrock as near as they can to a black spot representing 
Dublin. 

Lettuce Leaves 

Pass greens in the shape of lettuce leaves, with these queries on 
one side: 

A large European city and green? — Paris green. 

Green, an elevation of land, and a division of the United 

States ? — Green Mountain State. 
A synonym for "constantly" and green? — Evergreen. 
Green, and a building? — Greenhouse. 
Green and something much in evidence on a New Ye *r's 

Eve ? — Greenhorn. 
Green and not forward? — Greenback. < 

32 



Green and what goes with apple pie? — Green cheese. 
Green and a portion of the surface of the earth? 

— Greenland. 
Green and a part of a house? — Green room. 
.Give some appropriate prize to the winner. A head of lettuce 
could be the booby prize. 

Program 

A program for this social could be short sketches of Irish Life. 
Reference: "The Fascination of Ireland," by Walter. There are 
chapters on "Country Customs," "St. Patrick" and "Country Fairs"; 
in the last mentioned chapter there are two ballads of wandering 
beggars, which might be appropriate. 



The wise Chapter grows its workers instead of importing them. — The Effi- 
cient Epworthian. 



How do you do, Mr. President? How do you do? 
Is there anything that we can do for you? 

Were mighty glad you came, 

We hope you feel the same; 
How do you do, Mr. President? How do you do! 



33 



A LEFT-HANDED SOCIAL 

This would be an appropriate social to give on the fourth Friday 
evening in March (being near the First of April). Many Epworth 
Leagues have now set aside the fourth Friday evening in each month 
for the League Social. They are thus assured of their evening, and 
the other organizations of the Church plan accordingly. 

Assign all as they arrive to different groups, after shaking hands 
with the left hand. 

Introductions 

If you like, tie a paper bag on each person's left hand, and tell 
them that the first one to wear out his bag shaking hands with people 
will receive a little prize. 

Have about six groups. We arranged three tables and three sta- 
tions as described hereafter. A forfeit must be paid whenever they 
use the right hand. 

(For a Program, which could be introduced at any time during the 
evening by calling a halt in the games, could be a talk on Ambidex- 
terity or Two-Handedness ; or relating to the value of being able to 
write as well with your left hand as with your right. Reference: 
"Ambidexterity," by John Jackson. Have the Boy Scouts put on a 
Left-Handed Drill.) 

TABLE NO 1 
Portraits 

Group is divided off into partners. Each must draw with the left 
hand his or her partner's picture. 

At the signal of a bell, or whistle, all change to the next table; 
that is, those at Table 1 go to Table or Station 2, those at 2 go to 3, 
etc. Ones that win, get their cards (in the shape of fools' caps) 
punched, likewise their partner's card. 

STATION NO. 2 
Indoor Golf 

A waste paper basket is placed about 15 feet from the players. 
There are three bean bags. Each is given three trials to land the 
bean bag, thrown with the left hand, in the basket. (The basket has 
to be weighed down.) If two throw the same number of times in 

34 



the basket these compete again until there is one winner. Winner's 
partner each time is given a punch on his card also. Select different 
partners each time. 

TABLE NO. 3 
Fish Pond 

Secure the children's game of Fish Pond, having a board with a 
number of slits in it, fish with numbers on them and four fish poles. 
All must fish with the left hand. It is very amusing how awkward 
one can be with the left hand. If more than four are in this group, 
the game will have to be divided into relays, and points awarded 
accordingly. For a substitute use peanuts with loops of thread on 
them, and homemade fish poles. 

TABLE NO. 4 
Picture Scramble 

Pictures are cut up in about six pieces each. (Perry Pictures are 
suggested — they are pictures with a purpose. Select Famous Paint- 
ings, Bible Pictures, etc. Secure catalog from The Perry Pictures 
Co., Maiden, Mass., for 10c containing miniature illustrations of 1600 
pictures. Cost 1c and 2c a piece.) 

One that succeeds in piecing together the most number of pic- 
tures in a given time wins. After each has pieced about two pic- 
tures together they call the other members' attention to the fact 
and then put the pieces back into the center of the table and mix 
them up again, so there will always be enough sets to keep all busy. 

STATION NO. 5 
Pie Plate Contest 

Have a tin pie plate. Place a book or some object on the floor 
about 10 feet away from the players. They must roll with their 
left hand the pie plate so that it will touch the book. This is quite 
a stunt to do. If all fail to come near the book, let each try again 
in turn. Soon someone will discover that the pie plate has to be 
started in a diagonal direction away from the book in order to 
touch it. Once this is known more will come near hitting the goal, 
and some will touch it. 

35 



STATION NO. 6 
Potato Race 

Three tablespoons and three potatoes are needed. The three that 
compete at a time toe a mark and with a spoon (potato in it) in their 
left hand, are told to rush towards a chair on the other side of the 
room, and put the potato on the chair. The first one accomplish- 
ing this wins. At the signal all rush off, but if one is wise he will 
go slower and finally land his potato on the chair, whereas, those 
that rush generally get as far as the chair but in their excitement 
they bump the potato down so hard on the chair that it rolls off and 
so cannot count. 

Serve refreshments from bottom of plate, make them eat with left 
hand, and pass the napkins last. 

A prize can be given to the one securing the most punches in their 
card. 

Forfeits can be redeemed by paying 1c each. 



Isaiah has a motto for social committees: "Strenghen the H>ea£ hands." 

—Amos R. Wells. 



36 



NEWSPAPER SOCIAL 

As the first continuous newspaper in America, the "News-Letter" 
of Boston appeared, April 21, 1704, a Newspaper Social would be 
appropriate to give some time during April. 

The program could consist of 

Newsboy Drill, — Six Boys. 

Ten Minute Talk on the "Art of Printing" or 
Ten Minute History of the Modern Newspaper. 

— By a Printer. 
Guessing Advertisements 

Cut out pictures from well known advertisements; but nothing 
that will tell what they represent. Pin all around the walls ; number. 
Have company guess the names, by writing them down. Prize for 
winner, Package of Corn Flakes. 

Winners 

Instead of giving a prize for each game, why not give out to each 
person a folded piece of white paper. The highest score each time 
or winner, or if desired two winners, get a narrow piece of black 
paper pasted on their newspaper, to represent a column. (Have a 
special committee to do this.) The one with the most number of 
columns at the end of the evening wins a prize. 

"SPORTS" 
Newspaper Race 

Each contestant is given two pieces of a newspaper. At a signal 
the race begins but the object is that the contestant can step only 
on the newspaper. Therefore, he must put down first one foot on 
a piece of the newspaper, then move the other piece and place his 
foot thereon; only moving forward as he moves the newspaper. 
Those who win in the first race compete with others until winners are 
reduced to two in number. 

"FASHIONS" 
Boys Dress Girls in Newspapers 

Select partners by matching cut advertisements. Give each boy 
a newspaper. Tell him to dress his partner in the newspaper. The 

37 



girl may suggest to the boy what he may dress her to represent, as 
Columbia, a bride, an Indian girl, etc. Of course, the most pictur- 
esque and best dressed Newspaper girl, wins, as also her partner. 

"SPORTS" 
Newspaper Tag 

The old game of "Tag" with this variation. When anyone ap- 
proaches another to tag them, that person can stand on a piece of 
newspaper and thus escape being "It." Provide enough newspapers 
so that everyone playing can have a generous piece, for the papers 
soon wear out in the grand shuffle. However, its a great deal of fun, 
even if the room is strewn with papers from end to end when the 
signal is given for the end of the game. 

"SPORTS" 
Newspaper Swat 

All in a circle; have a newspaper rolled up. All put their hands 
in back of them, opened to receive the newspaper. One who is out 
passes around the outside of the circle. He places the newspaper in 
someone's hands, and joins in the circle. The person who now 
holds the newspaper must swat his right hand neighbor all around 
the circle, if he can, and back to his place. The one with the news- 
paper then goes around the circle and places the swat in someone's 
hands and joins in the circle. The object is to place the newspaper 
in someone's hands whose right-hand neighbor is sleeping; thus 
catching that person unawares and giving him a surprise beating be- 
fore he starts to run. 

Columns 

Players line up in parallel lines or ranks with ample space between 
players and ranks, in order to clasp hands according to either facing. 
That is, at first all will clasp hands, across aisles, facing front. 
When whistle is blown all right face and clasp hands with the person 
in back of them, thus making the aisles run lengthwise of the room, 
instead of across the room as before. 

Two persons are selected; one to chase the other. The great fun 
lies in the fact that the chased and chaser must follow the aisles. 
When the whistle is blown and the aisles change their direction, the 
runners must still follow them. A wise leader will blow the whistle 

38 



many a time just as the chased is about to be caught, thus averting 
the climax. When this happens the excitement is "top pitch." When 
caught each chooses another to take their place. 

Hat Quoits 

Secure a hat, place on a sheet of newspaper (not opened out). 
Give each person ten pieces of cardboard (not too heavy) about 
2J/ 2 x4". 

Appoint Captains. One from each side alternately compete. They 
try to throw the cards, one at a time, in the hat. If a card goes 
in the hat, 5 points are scored; if a card lies on the newspaper, 3 
points ; if partly on the newspaper, 1 point. 

HOME GATHERING 

For a home gathering, some of the following games might be 
used successfully. 

Composition 

Request each one to write an advertisement for a newspaper. The 
funnier the better. Much enjoyment will be evident in reading. 

"Hidden" Advertisements 

Request each to think of something that he wishes to advertise. 
Then each is requested to write his advertisement without disclosing 
the name of the article. When reading them, the company is to 
guess what article it is. Give a clipped advertisement to each one 
(hat guesses correctly. One with most at end of game receives a 
small prize. 

"ADVICE TO THE LOVELORN" CORNER 
Love Letters 

Distribute newspapers, paste, scissors, and large letter size pieces 
of blank paper at a number of different tables. About six gather at 
each table. Each will compose a letter, asking advice, regarding a 
love matter. A short letter will ao, containing only two or three 
sentences, as "I am in love with a man of 200 lbs. My mother 
won't let me marry because I am too young. I am 46. What shall 
I do?" Pass the letter to right-hand neighbor, who writes the advice 
at the bottom of the letter. An answer to above could be, "If two 

39 



hundred pounds sterling you mean, marry him, and then gain your 
parent's consent." 

"HOME DEPARTMENT" 
Newspaper "Toys" 

Making aeroplanes, hats, houses, darts, etc., from pieces of news- 
paper might be a pleasing contest. Instructions should be copied 
from library book and supplied to each table competing. 

"SOCIETY COLUMN" 
How Do You Like Your Neighbor? 

Seat company in a circle. One in center says, pointing at some- 
one, "How do you like your neighbor?" The answer must be "Not 
at all," or "Very much." Should it be the first, the person is re- 
quested to say what other two members of the company would be 
preferred as neighbors ; then the new neighbors and the old must im- 
mediately change places. The questioner tries to secure a seat for 
himself. If the answer had been "Very much," all must change 
places. 

"NOVELTY CORNER" 
Ribbon Matching Contest 

Secure a number of different colored pieces of ribbons (or pieces 
of cloth would do) ; cut each in two pieces and put one part in an 
envelope, and seal. 

Divide your company into two sections, and have so many from 
each side selected to compete. Have as many envelopes prepared as 
you expect people to play in this game. Twelve on each side would 
be a good number. 

Place all of the other halves of the ribbons on a table in the 
center of the room. Line up each side at either end of the room. 

On signal, all who have envelopes, rush to the center, tear open 
their envelope, secure the matching piece of ribbon and return to 
their side. The side back first, of course, wins. 

Book Reviews 

Like consequences: First, write a book title real or imaginary; 
fold, pass. 

40 



Second, another book title. 
Third, author's name. 
Fourth, a quotation, or motto. 
Fifth, an opinion of the press. 
Example: 

WATER BABIES 

or A WESTERN STORY 

By A. WISEACRE. 

"A thing of beauty is a joy forever." 

"We would strongly recommend this new and valuable work to 

all lovers of Botany." — San Francisco Bulletin. 

"DRAMA" 
Circulating Library 

The names of well known books are acted out, one after the other. 
Each writes down the name he thinks the scene represents. The 
one having the most names correct at the end might be given a book 
as a prize. A booby prize might be a few leaves. 

"Old Curiosity Shop" almost acts itself. 

"Twice Told Tales" could be real old jokes, given by two boys. 

"The Man Without a Country" could be represented by six boys. 
Each brings in a placard with him, bearing a name of a country, as 
America, England, France, Belgium, Italy. The last one comes in 
without any placard. The rest ask him where his sign is, and he 
tells them he couldn't find it. They tell him to look for it. He goes 
out, but comes back again without any, and the rest let him stand 
in line. Curtain. 

"The Scarlet Letter" could be represented in this way. Present 
a home scene. Suddenly someone knocks at the door. Someone 
exclaims that it is the postman. That person goes out and returns 
with a letter in a scarlet envelope. 

"Kidnapped" could be a picnic scene with man, woman and child. 
The adults start picking flowers and wander off, after lunch. A 
Gypsy comes and takes the child away; they return, and search 
diligently for the child. 

"The Ring and The Book" can be acted out easily. 

Many other titles that can be presented, will suggest themselves 
when once you have started to carry out this idea. 

41 



"MUSIC" 
Musical Arms 

Have girls line up. Put hands on hips, alternately; first girl, 
right arm; second girl, left, etc. 

Have one more boy than number of girls playing. Boys circle 
around girls, to music. When music stops, boys must grab a girl's 
arm, on the side he is on; no crossing through the line allowed. 
Odd player drops out each time. Also one girl is taken out. Re- 
verse and have boys in line and girls marching around them. 

There is much excitement, when with only one boy left, two 
girls are dashing madly around him, seeking to secure his arm, 
and thus be the winner. If the music is played for a number of 
minutes, before stopping, when there is only one left in the line and 
two marching around him, there is much merriment for the 
spectators. 

Pictures 

This is a good game for a small crowd. Secure pictures of well 
known places, buildings, or people. Arrange company in School 
Class fashion. Exhibit each picture in turn, so all can see. One to 
identify it first, goes to the head of the class. One at the head of the 
class at the end of the game wins some sort of laurel. 

Truth 

Make out two sets of numbers on heavy paper about 2J/2 x 4" 
up to a number equaling twice the number of guests. For instance 
if you expect 12 guests, make out 2 sets of figures up to and in- 
cluding number 24. This gives you 48 cards. Give each person 4 
cards. All sit in a circle. Have someone start by throwing a card 
in the middle of the room, and asking a question. Anything will do, 
the more personal the better as it creates more merriment. "Were 
you ever in love?" generally brings a tart reply. The person who 
holds the duplicate throws it in the center and answers the question. 
Then that person continues the game by placing a card in the center 
and asking a question. Given the right crowd there will be many 
a laugh and many a witty answer with this simple game. 

The best advertising for this month's League social is the memory of the 
good time everybody had at last month's social. — The Efficient EpTvorthian. 

42 



A MERRIE ENGLAND REVEL 

Goode Friend: 

Thys is to let you wit, with greetyngs, that in her royal 
progress through her realm of Merrie England, Her 
Majestie Queen Elizabeth will pause, as her custum is each 
yeare, to hold revels. This yeare it will be at her good 
Castle of Hamilton where Her Majestie will look to see you 
among the revelers. 
Master of Revels to Her Majestie 
(4th Vice-President's Name) (Date) 

Either at Christmas time or on Shakespeare's birthday (April 23d) , 
an English evening is quite appropriate. 

Be sure to have candles in your scheme of decoration. 
Have a Knight at the door to welcome your guests. He gives 
each a card with a name from English history or fiction, of the 
time of Queen Elizabeth. A scribe should write with a quill pen 
(if obtainable) the name of each person, and their assumed name, 
on a scroll. This will be used a little later. Here are some of the 
names that can be used; secure a library book on Queen Elizabeth 
and Her Times, and many more names will be suggested. 

Shakespeare, and some of his friends as, Sylvester, 
Camden, Jonson, Donne, Sir Walter Raleigh, Stow, Beau- 
mont, Fletcher, Bacon, Sir Robert Bruce, Cotton, Dekker. 
Queen Elizabeth, Lord Burghley, Spenser, Sir Ihomas 
More; Fiction names, Maid Marian, Robin Hood, Will 
Scarlet, Friar Tuck. 

Some of Shakespeare's characters. 

Getting Acquainted 

After a goodly number have arrived, courtiers give out to each 
person present slips of paper with three names thereon. They are 
told that for the next fifteen minutes (or until a bell rings) they must 
find one after the other of the persons named and become acquainted 
with them. 

English Pictures 

Secure pictures of famous English buildings, places, etc., and pin 

43 



them around the room on the walls, numbering each. About ten 
make a good number. This is a splendid educational game, and 
there are some really beautiful pictures to be had of the following: 

Salisbury Cathedral, Westminster Abbey 

Houses of Parliament, St. Paul's, London 

Gloucester Cathedral, Buckingham Palace 

Cathedral, Lincoln, England, Trafalgar Square, London 

Tower of London, Thames River Scene 

English Characters 

Select about ten names of well known English men and women. 
Write each letter of each name on a square of paper. Duplicate 
each name five times. Then you will have enough squares of paper 
for about forty people to play this game. 

Divide your company into groups of about ten. Have each group 
select a Captain. Each group gathers around a table. 

Pin all of the letters, written on the squares of paper, separately 
on the wall. 

On signal each player must rush to the wall and bring back one 
at a time, to his group, as many of these letters as possible. The 
Captain remains at the table and arranges them, as rapidly as he 
can, to form names. 

The group wins that has the most number of complete names, 
when time is called. 

English Cities 

Select ten names of well-known English cities. Write on the 
blackboard the first and last letter of each name with little dashes 
to represent the number of letters between. For instance if Glou- 
cester had been one of the names selected, you would write it on the 

blackboard in this manner, G -R. First one to call out the name 

gets 1 point. 

English Flag 

Give out pencils and paper, and announce that the one who can 
make the best copy of the English Flag will receive a small prize. 

For a program, Readings could be given from Shakespeare, Bacon 
and Spenser. Also "Strolling Players" could entertain. 

44 



Old games should be played such as 

London Bridge, 

Around the Mulberry Bush, 

Tag, 

Going to Jerusalem, which might be called, 

Going to London 

Chairs are placed in a long row, every other one facing in oppo- 
site direction. Everyone takes a seat except the leader. He has a 
cane, and going around the row of chairs he says, "I am going to 
London to buy a hat, and I would like you to go with me," (touching 
someone). They must arise and march after the leader. He keeps 
talking and touching people until all are marching with him. A 
chair is removed from the row, and a march is played on the piano. 
The musician must stop abruptly every now and then. When this 
happens all scramble for seats. The one without a seat must drop 
out of the game; also one chair must be removed each time. 

Charlie Over the Water 

"Charlie over the water; Charlie over the sea; 

Charlie catch a blackbird; can't catch me!" 
For a small crowd this is an excellent game. All join hands in a 
circle, and walk around a center player singing this verse. The 
center player must play fair and keep his eyes closed during the 
time he is "It." At the end of the verse, all stop moving, and the 
center player advancing must touch someone. By touching their 
hands, hair, face, watch-charm, necklace, or dress, he is to tell who 
it is. If successful that person must go to the center. 

Hunt the Slipper 

All sit in a circle on the floor. A slipper is passed behind their 
backs. One in the center must try to locate the slipper. It is quite 
allowable to hit the center person, with the slipper, when a good 
opportunity presents itself. 

Charades 

Charades illustrating a few names of characters from Shakespeare 
can be worked out successfully in the following manner, 

Illustrating "Shylock" shy and lock. 

45 



Act I. 

Scene: Two girls gossiping. 
1st Girl. Have you seen Rosalind today? 
2nd Girl. No, why? 
1st Girl. She has a ring. 
2nd Girl. A ring? An engagement ring? 

1st Girl. Well, it was a diamond, and it was on her third finger. 
2nd Girl. This is one time news surprised me. She was so shy I 

did not think any young man would ever have the 

courage to propose to her. 
1st Girl. I, too, have a ring and I feel like a king! 
2nd Girl. Oh, let me see it. Do tell me all about it., etc., (as one 

girl rushes after the other off the stage.) 

Act II. 
Scene: Mother and son standing at a kitchen door. 
Mother. Son, didn't I tell you to mend this door? 
Son. I did. 
Mother. Well, you may have fixed the hinges but the lock won't 

work and where is the key? 
Son. Oh, I left the easy part for Father to do! 
(Mother pursues Son with a broom.) 
In this way, conversation introduced on the spur of the moment 
illustrates the name to be guessed by the opposing side. They can- 
not guess until all the Acts are given. By announcing the number 
of Acts at the beginning the guessers will know how many syllables 
are contained in the word. 

Hamlet (Ham let), Romeo (Rome E 0), Antony (Ann tony), 
Orlando (Ore land 0) and Cassius (Cash us), are suggestions. 

Jenkins Says Hands Up 

For a small gathering this is an excellent game. An even number 
of people are on either side of a table; each side elects a Captain. 
A small coin is needed. The side that wins the toss hides the coin 
in hands under the table. 

After a few seconds the Captain of the other side says, "Jenkins 
says, hands up!" At which signal all must put their elbows on the 
table, hands closed. Then on the next signal, "Jenkins says, hands 

46 



down!" all hands must rest flat on the table. Of course, all do 
this quickly so that the coin will not be detected. If any move with- 
out "Jenkins" being said before the command, or if anyone besides 
the Captain gives the order, the coin is forfeited to the other side. 

Now the work of the opposing side is to locate the coin. 

Either of the following methods may be used, 

1. The Captain may have as many hands raised as he desires 
before he points to a hand saying "Jenkins." For instance, the Cap- 
tain in consultation with his side, has two hands raised, one after the 
other, and then decides that the coin is under a certain hand; he 
points to that hand, says "Jenkins" and if successful secures the 
coin for his side. If he fails, the same side hides the coin again. 

2. The second way is to allow the Captain, aided by sugges- 
tions from the rest of the players on his side, just three guesses to 
locate the coin. 

3. As per the first suggestion, with this addition, that when the 
Captain has guessed the hand containing the coin, if successful, his 
side receives one point for each hand still remaining down on the 
table. If unsuccessful the opposing side receives one point for each 
hand still remaining down. 

Feather 

Tie a heavy string to a post or nail in the wall or door handle. 
Divide your crowd into two sides. Line them up on each side of the 
string. 

Have someone in the party hold the cord about taut. Secure a 
feather (with very little stem) that will float easily. The person at 
the end, holding the string, blows the feather. 

Then each side goes in for a battle royal to keep the feather from 
landing on their side. One point for each time a side is successful 
in having the feather land in their opponents' territory. 

Cat and Mouse 

Arrange the chairs about eighteen inches apart in two rows with 
a clear central passage. Blindfold a boy for cat and a girl for 
mouse, and let the rest of the company sit down on the chairs. The 
boy is led to one end of the row and the girl to the other, and "Off" 
is cried by the company. It is the business of the cat to try to catch 

47 



the mouse, who may dodge in and out between the chairs, or go up 
and down the middle, uttering every now and then a tiny squeak to 
give the cat a hint as to where she is. When caught each selects 
one to take their place. 

Cross Questions and Crooked Answers 

Another way, to play this old game, superior to the "whispering" 
method, I think, is as follows. Give out a slip of paper to each and 
ask them to write a question on same. These are collected in a hat. 
Give out some more slips of paper and ask that an answer to an im- 
aginary question be written. Collect in another hat. 

Mix each set of slips thoroughly. Then give out a question to 
each and an answer to each. The reading of same should cause 
some amusement. 

FORFEITS 
Bite an Inch Off the Poker 

The one who has to do this must hold the poker an inch away 
from his mouth, and bite the air. 

Put Yourself Through the Keyhole 

iWrite "yourself" on a piece of paper and put it through the key- 
hole. 

Sit Upon the Fire 

Write "the fire" on a piece of paper and then sit upon it. 

Kiss a Book Inside and Outside Without Opening It 

Kiss it in the room and take it out of the room and kiss is again. 

Place an Object So that No One Can Jump Over It 

Place a small object against the wall. 

Put One Hand Where the Other Cannot Touch It 

This is done by placing your left elbow in your right hand. 

Blow a Candle Out Blindfolded 

Place a lighted candle on a table. Tell the culprit that to pay his 
forfeit all he has to do is to be blindfolded, take three steps away 
from the table, turn three times, take three steps towards the table 

48 



and blow out the candle. Nearly always, after he has followed these 
directions he will be blowing away at a chair, curtains or the piano, 
with the candle safely burning two or three feet away from him. 

Act the Dummy 

They must do whatever the company wishes them to, without 
speaking. 

TwasI 

The victim in this case is unmistakably doomed to occupy a very 
humiliating position. He must go around the room inquiring of each 
person what object he has seen lately that has particularly attracted 
his attention. The answer may be — a monkey, a baby, a goat; 
whatever it is, the unfortunate redeemer of the forfeit must remark 

M »Tr T »» 

— Iwas 1. 

Act the Parrot 

Two can redeem their forfeits at the same time. One is Polly and 
the other teacher. They must give an exhibition. 

Make Your Will 

The one redeeming this forfeit must make a will leaving each one 
in the room something, as a lock of hair, his good reputation, his 
patience, his beautiful eyebrows, etc. 

Cat's Concert 

Four can redeem forfeits at the same time, by each singing a dif- 
ferent chorus, on a signal. 

Chewing the String 

A large piece of wrapping paper is placed on the floor. Two per- 
sons who are redeeming their forfeits sit at either end. A string is 
placed between them, on which is tied, in the middle, two wrapped 
chews. With hands behind their backs, each must begin to chew his 
end of the string. The one arriving at the center first, secures both 
the chews as a reward. 

// all the year were playing holidays, 

To sport would be as tedious as to worfy. 

— Shakespeare. 

49 



A BIRD SOCIAL 

Announce several weeks beforehand that a BIRD GUESSING 
CONTEST will be a feature of this evening's entertainment. Nearly 
everyone is interested in this subject and will do a little studying-up 
for such an occasion. Bird Day is May 15th. 

Secure a good book on birds, with clear pictures. You will have 
to sacrifice this book for the evening's entertainment but it is gener- 
ally worth it. Carefully cut out each picture, noting the name of the 
bird immediately on a sheet of paper, and numbering each carefully. 
The one who guesses the most bird names should receive a worthy 
prize, such as a Bird Book. 

For the Cut-up Book, "My Book of Birds" is suggested, 50c; 
"A B C Book of Birds," 25c. 

Prize could be "Bird Study Book," by Pearson, 1.25; "Second 
Book of Birds," by Miller, 1.50; "Western Bird Guide," 1.25. All 
obtainable at the Emporium, San Francisco. 

GAMES 
The Bird Sellers 

Arrange players in a row, leaving one outside, besides the Leader. 
This one represents the bird buyer, and stands off about ten feet. 
Give each player a name of some bird, as 



Crow 


Blackbird 


Owl 


Crane 


Bluebird 


Night Hawk 


Canary 


Kingfisher 


Nuthatch 


Robin 


Finch 


Blue Jay 


Cardinal 


Swallow 


Sparrow 



The one out says to the Leader, "I wish to buy a bird." "What 
kind," says the leader. The answer is, "A bird that can fly swiftly." 
Leader, "Very well, take what you wish," "Then, I'll take a Robin." 

The one who is the Robin must immediately leave his place, run 
around the end of the line, in back, around the opposite end and to 
his place, the one desiring to buy him, madly pursuing. If he catches 
him, he is out. 

A variation of this is to have two lines, the first two in the line 
named Robins, for instance, the next two, Crows, etc. When the 

50 



leader calls a name of a bird, the two possessing that name rush from 
the right of their chairs, to the back, around their aisle, up front, 
and back to their places. If two lines are playing, have the score, 5 
for the winner. If three lines, (for a large crowd) have the score, 
5 for the winner, — 1 for the loser, and nothing for the other. 

Bird Catcher 

One of the party is chosen to be the Bird Catcher. The rest fix 
upon some particular bird whose voice they can imitate when called 
upon, the owl being the only bird forbidden to be chosen. Then 
sitting in a circle, with their hands on their knees they listen to a 
story the center player has to tell. Each one as the name of the 
bird he has chosen is mentioned, utters the cry peculiar to it, never 
for a moment moving his hands from his knees. Should the Owl 
be referred to, however, everyone is expected to place his hands 
behind him, and to keep them there until the name of another bird 
has been mentioned, when he must as before place them on his 
knees. 

During the moving of the hands, if the Bird Catcher can succeed 
in securing a hand, the owner must pay a forfeit and also change 
places with the Bird Catcher. We must not forget to mention that 
when the leader, refers in his narrative to "all the birds of the air," 
all the players are to utter at the same time the cries of the different 
birds they represent. 

Where there are birds there are generally trees, flowers and 
woody things, so the following games would also be appropriate. 

Trees 

One tree you are sure to find by the sea. (Beech) 

Another when sold secures a big fee. (Fir) 

A carpenter uses one as a tool. (Plane) 

Another is old, very old as a rule. (Chestnut) 

One of the human hand is a part. (Palm) 

Another is "all right" in business art. (Oak) 

One comprises many sighs. (Pine) 

In two letters one tree lies. (Elm) 

51 



One floats easily on the sea. (Cork) 

One was made for you and me. (Date) 

Squirrel Tree Tag 

See the game of "Rabbit" under a Pioneer Social. 

Squirrel 

Divide the company into two sides. Give each side a basket con- 
taining eight nuts. Also an empty receptacle of the same kind. 
The participants sit facing each other in two lines. 

When the signal is given the players at the head of the line must 
pass the nuts in the full basket one at a time but as rapidly as pos- 
sible to the player next to him. This player likewise when he has re- 
ceived the full number, but not before, passes them to the next one 
in the line and so on until the empty basket is reached. Then, if so 
agreed on in advance they must be passed back in the same way. 
The line first to send all their nuts along the line to the basket in 
which they originally were, wins the game. 

Bird's Nest 

This is a mystery game, and can be played during a lull in the 
more active games. All sit in a circle and watch the leader. She 
places five books in a row, selects a confederate, and is ready to mys- 
tify the company. Taking the confederate outside she explains 
methods; he returns, asks anyone to choose a book and tells them 
that his partner will guess correctly the one they choose. (The books 
are supposed to be birds in a nest.) The leader returns, and watches 
the confederate point to first one and the other book asking if it is 
that one. The leader will answer correctly. 

The mystery lies in the fact that the books are numbered, men- 
tally, 1, 2, 3, 4, 5. Now if the confederate touches the second book, 
SECOND, when asking the leader which book it is, that is the cor- 
rect one for the leader to guess. Suppose the fourth book has been 
selected by someone. The confederate touches, say three, five, two 
and then four, as he must, in this case touch the fourth book, 
FOURTH. This simple arrangement has mystified a company for an 
hour, and sometimes when we finally told the secret, some could 
not then get it into their heads. It's real easy when you think it over 
a few minutes. 

52 



Flowers and the Wind 

Divide the company into two sides. Each side has a goal at either 
end of the room. 

One side is the Wind, the others are the Flowers. The Flowers 
choose some flower, in secret consultation. Then they advance to the 
center line giving only the first letter of the flower chosen. A strict 
rule is, that no very uncommon name can be selected. When the 
wind shouts the correct flower-name, the flowers run for their goal. 
All caught must join the Wind. 

If the name presented by the Flowers is guessed, the sides change 
about, the Wind becoming the Flowers, for the next round. 



Colleges have their songs. Why should not Epworth League Chapters have 
their songs? It would be an additional bond of fellowship, and there are many 
occasions when the use of the "Chapter hymn* would be both appropriate and 
beautiful. — The Efficient Epworthian. 



Tune — "John Brown s Body." 

Sfaeddaddle, daddle to Asilomar, 
Sfyeddaddle, daddle, daddle to Asilomar. 
Sfyeddaddle, daddle to Asilomar, 

To our Epworth League Institute. 



53 



INSTITUTE SOCIAL 

Decorate the League Room with Institute banners and pennants 
of all sorts, kodak pictures of Asilomar, tennis rackets, pine boughs 
and baseball bats. 

Upon entering, have each one register and assign him to some 
tent house, giving him a slip with the number written upon it. This 
is to be kept until the Stunts are given. 

CLASSES 

Let the company decide which of these three subjects they wish 
to take and then divide them into groups accordingly. 

Mission Study 

Cut out pictures of various nationalities and paste them on card- 
board. See who can guess what nationality they represent, most 
correctly. 

Bible Study 

Use any good Bible Game; preferably one in rhyme form. The 
following is a suggestion: 

Answers 

A was a king accuser of Paul; Agrippa 

B was a city that had a great fall ; Babylon 

C was first Gentile a Christian to be; Cornelius 

D betrayed Samson, for a small fee; Delilah 

E was a servant, then prophet and teacher; Elisha 

F was a governor who tried a great preacher; Felix 

G was a province and also a sea; Galilee 

H was of Tyre, and sold Solomon many a tree; Hiram 

I was a prophet sent to save the land; Isaiah 

J a fisherman, who followed the beck of a hand; James 

K stands for royalty and also a book; Kings 

L had a wife who backward did look; Lot 

M was a mother, the sweetest we know; Mary 

N was a ruler, who to Jesus did go; Nicodemus 

was a mount near a famous city; Olivet 

P was a preacher who once had no pity; Paul 

R was a maiden who loved her adopted land; Ruth 

54 



S was a monarch who built a temple grand; Solomon 

U was the name of the land that was Job's; Uz 

V was a queen, who lost her queenly robes; Vashti 

W was a journey that took 40 years ; Wandering in the Wilderness 

Z was a city of many hopes and fears. Zion 

For several of the descriptions more than one person will answer 
and if a good reply is made it should be accepted whether it is the 
one expected or not. 

Junior League 

This could be a cut-out contest. Have some black paper and 
sheets of white paper. Each cuts out shapes from the black paper 
and pastes on the white to form some Institute scene as "Camp Fire," 
"A Hike," "Running for the Dining Hall," "A Baseball Game." 
Anyone attending an Institute might do some suggesting. Folders 
of the coming Institutes might be placed on the center table of this 
group, thus reminding them by words and pictures of many Institute 
features, A prize should be given for the best cut-out pictures. 

Lunch 

Cut out from magazines, pictures of eatables, as orange, ham, 
package of corn flakes, dish of berries, etc. Cut each one of these 
into two pieces, and place in two separate boxes. Give out one set 
to the girls, and one set to the boys; those matching are partners. 

Cross Country Hike 

Partners form a long line, and led by an "Ancient Asilomarian" 
the cross country hike takes place. Have Institute pictures tacked 
up about the walls, so that they can be seen but in unexpected 
places ; go up stairs and down if possible. Have pictures numbered. 
Only leader knows where they all are. Leader takes company to 
picture No. 1 , which might be a picture of the Auditorium at Asilo- 
mar, No. 2 might be Dining Room, No. 3 Tent Houses, No. 4 Station 
at Asilomar, No. 5 Pacific Grove, No. 6 Swimming Tank at Pacific 
Grove, No. 7 Beach, No. 8 Del Monte, etc. The guide could give a 
little speech before each picture. 

Or have different rooms in the Church rigged up after this manner, 
A boat with a mirror at the bottom, could represent 
the "Glass Bottom Boats"; 
55 



Pebbles on the floor of one room, "Pebble Beach"; 
Up in a far room, a lantern, could represent the 
"Lighthouse at Pt. Lobos." 
There should be someone to explain the merits of each exhibit, 
as the sightseers appear. 

Stunt Night 

Divide the company into groups according to the Tent House to 
which they were assigned and give them ten minutes to prepare a 
stunt. The stunt can be of any nature but a good one could be 
worked up by representing different features of the Institute in pan- 
tomime. 

Have the company sing the Institute Songs at the conclusion of 
the Stunts. 

SOCIAL HOUR 

Any one of the following games could be played. 

Asilomar and Delegates 

Divide your company into two sides. One side goes into another 
room. These are the Delegates that must be captured. The re- 
maining side is again divided into two sections. These each take a 
corner of the room, as far away from the Delegates as possible. 
Both of these sides join hands in groups of three. 

On signal, the Delegates come into the main room, and the ob- 
ject becomes for the two sides representing Asilomar, to secure the 
most Delegates, by encircling them, for their section. The side doing 
this is declared winner. 

The Delegates then become Asilomarians and the Asilomarians 
now become Delegates. They are then sent out of the room, and 
the others are divided into two sides as before and form in groups of 
three. 

On signal, these two sides compete to secure the most Delegates. 

Finally the two sides that have been successful are left in the 
room and the rest of the players are the Delegates. These compete 
for final winners. 

Asilomar and Your Own Home Town 

Divide your company into two sides. Select two or three from 

56 



YOUR OWN HOME TOWN side to visit Asilomar. All must hold 
their hands extended ready to be slapped. The visitors to Asilomar 
go along the line extending their hands over the outstretched hands, 
until they slap someone's hands, whereupon that person chases them 
back to their side. If caught the visitor must return to the Asilomar 
side, and the capturer goes forth to visit the other side. If the first 
visitor returned safely, the Asilomarian proceeds immediately to slap 
the hands of one of his opponents. On signal, the side wins, that has 
the greatest number. 

Going to Asilomar 

Arrange your company in two circles, one inside the other; the 
boys on the outside, if you have about an even number of boys and 
girls. 

The inside circle faces the outside circle. Each selects the person 
nearest as their partner. All take three or four steps outward in 
order to be farther apart. Two are selected to be out. One chases 
the other. The chased must place himself in front of someone; he 
thus turns his back on one person. That person must then run and 
place himself in front of someone, that is, face someone's partner, 
at the same time turning his back on that person's partner, who must 
run, seeing he has lost his partner. If the chaser tags the one he is 
chasing that person must immediately become a chaser. 

Going to Asilomar is very much like this game. It is contagious. 
Once you go you will want to be always going, and you will desire 
to tell all of your friends about it. 

You might make it a rule of this game, that any who have been 
to an Institute on changing partners must tell their new partner 
something about the Institute. 

At the end of the game, you could announce that a prize will be 
given to the one (not having been to an Institute) giving the best 
impression of Asilomar, as gleaned by them in conversation during 
the game. A slight token should also be given to the one who in- 
spired the prize winner. 

Quadruple Change 

Name each consecutively around the circle, Asilomar, Shasta, 
Tahoe, Russian River; Asilomar, Shasta, etc. 

57 



One in the center can call anyone of these names, whereupon 
those so named must change places. The one in the center also 
has a name. He can only try for a seat when his name is called. 
But he may tag anyone from the other Institutes as they are chang- 
ing seats. If successful, they change places with him. See also 
"One, Two, Three" under a Calendar Social. 

Indoor Baseball 

Prepare a large sheet of paper, drawing as large a diamond as pos- 
sible on it. Divide this diamond into nine even diamonds. Begin- 
ning at the top mark the first diamond "Home," the next two below 
each "Foul," the three middle ones, beginning on the left, "First," 
"Fly," "Third," the next two below, beginning to the left, "Fly" 
and "Foul" and the bottom diamond "Second." 

Tack this large sheet of paper on a table securely. You will also 
need six metal disks. 

Divide your company into two sides. Each side selects nine to 
play the game. The teams line up, and one of the first ones in 
line steps up to within five feet of the table. He is given three of 
the metal disks. He tries by tossing them one after the other, to 
land them in the diamonds that will count points for his side. A 
score keeper stands at the blackboard and immediately records the 
points as the referee calls them out. Here they are: 



Home 


10 points 


First 


5 " 


Second 


3 " 


Third 


5 " 


Fly 


8 " 


On line, or Foul 


" 



The sides play alternately, in this baseball game. It is not neces- 
sary to have six metal disks, but really the best plan, as the second 
player can proceed to play, while someone is gathering up the three 
counters used by the first player, and placing them in the hands of 
the next in turn. 

/-n-s-f-z-f-u-f-e / /-n-s-/-*-f-u-<-e / 
Institute Asilomar is good enough for me! 
I-n-s-t-i~t-u-l-e! 

58 



HAWAIIAN SOCIAL 

In June it is very appropriate to hold a Hawaiian Social, as on 
June 15, 1898, the House passed a resolution to annex Hawaii. On 
June 14, 1900, Hawaii was organized as U. S. Territory. Also, 
June 1 1 th is a Hawaiian Holiday called Kamehameha Day. 

Yellow garlands, leis, (of crepe paper) could be thrown over the 
heads of the guests as they enter, by Hawaiian girls. The entertain- 
ment could consist of Hawaiian songs with ukelele accompaniment. 

GAMES 
Dates 

Real dates are passed, and each is asked to make a DATE with 
someone in the room immediately, and get acquainted. It must be 
someone that they do not know very well. 

Palms 

This could be fortune telling. Of course, the room will be deco- 
rated with many flowers, palms, vines, artificial growths, paper lan- 
terns, fairy lamps, garden benches, if possible, and plenty of fans 
and sofa pillows. The fortune telling booth could be in one corner 
amid a bower of vines and palms. Also, see "Have Your Palm 
Read," under Side Shows of Harvest Home Fair and Festival, for 
another suggestion. 

Hawaiian Islands 

This is a guessing contest. You could have them line up as for 
a spelling bee. Those that miss sit down, etc. 

1. Largest Island in the group? Hawaii. 

2. Largest City? Honolulu. 

3. Famous Volcano? Kilauea. 

4. How many main Islands in the group? Eight. 

5. What Island contains the city of Honolulu? Oahu. 

6. Finest harbor in the Islands? Honolulu. 

7. A famous beach? Waikiki. 

8. A famous pastime along the beach? Surf Riding. 

9. By what name was this group of Islands 

long known? Sandwich Islands. 

59 



Many other questions will suggest themselves by studying a book 
relating to these Islands. Reference: "The Coming Hawaii," by 
J. K. Goodrich. 

Cane 

Two compete in this game. Each is given a cane. They are told 
to put their hands on the top of the cane, place their head on their 
hands, and turn about three times. They are then to walk along a 
straight line to a certain goal. 

Riding the Breakers 

This could be the old stunt of Aeroplane. Place small block about 
three inches high under an ironing board or any other stout board. 
There is a boy at either end of this board to lift it shakingly when 
the victim is standing on it. The pilot must be tall ; when the victim 
or one who is going to take the ride is standing on the board (blind- 
folded, of course) he places his hands on the pilot's shoulders. The 
pilot then begins to sink slowly to the floor or ground as the board 
is lifted and shaken back and forth. After the pilot is very close to 
the floor, the rider is told to jump. The sensation makes you feel as 
if you were up in the air. 

Crab Race 

Boys compete. They get down on hands and knees and race back- 
wards to a certain well defined goal. It is surprising how like 
"crabs" they will go in any direction but a straight one in attempting 
this race. 

Beach Games 

See under a "Beach Party" for July. 

Snatch the Handkerchief 

This could be called a Beach Game. Group is divided into two 
lines. A handkerchief is put on a support between leaders, and about 
ten feet in front of them. At a signal they come cautiously toward 
the object, snatch it and get back to the line without being caught. 
The one who fails to snatch the handkerchief chases the one who 
has secured it. If he tags him, one point for his side. Two points 
are given the one who successfully gets back to his side with the 

60 



handkerchief. These players then go to the end of the line, and the 
next two advance to snatch the handkerchief. 

Volcano 

This is really an outdoor game, but might be played in a gymna- 
sium room, if there were not too many players. 

It is the game of "Spud" with a new name. 

All stand in a circle. One is in the center, holding a ball. He 
drops it calling someone's name. All immediately scatter. The one 
whose name was called, hurriedly secures the ball, and shouts "Halt," 
whereupon all must stand still, and he tries to hit someone with the 
ball; if he misses them, all can run again until he secures the ball 
a second time, and cans "Halt"; if he hits the person that person 
must secure the ball and call "Halt." When a person has been hit 
three times it is called a "Spud" and each one can then hit him 
once with the ball and he must submit. The game is then played 
again from the beginning. 

Refreshments 

The ice cream could be served in "cones" and the cookies could 
represent "islands." 



// America is to care for the new peoples who are drawn in such numbers 
by the promise of greater liberty, it will be only as the American young people, 
and especially those of the Churches, see in these groups an opportunity for 
splendid service. — The Efficient Epworthian. 



Rickety -rax- quoax-quoax, 

Rickety -T ax- quoax, 

Who-ar, Who-ar, Who-ar we? 

Epworth League-ars, Dont you see! 

Hamilton, Hamilton, Hamilton! ! ! 



61 



TENNIS TOURNAMENT 

Have someone explain briefly the game of "Tennis." Solos on 
stringed instruments would be appropriate; or an orchestra to make 
a "racket." 

Zip and Zap "First Serve" 

Form circles of about fifteen people each, one in the center. Each 
must find out his neighbors' last name, to the right and to the left. 
The one in the center points to someone, saying "Zip, 1, 2, 3, 4, 5, 
6, 7, 8, 9, 10." That person must call out his right-hand neighbor's 
name before the center player is finished counting. If he does not, 
he goes to the center, while the center player takes his place in the 
circle. If the command is "Zap" instead of "Zip" the player pointed 
to, must give his left-hand neighbor's name. If the center player 
calls "Zip's crazy," all change places in the circle. 

Fisherman "Caught in the Net" 

Mark off a space four feet wide in the center of the room. Sides 
line up at either end of the room. One is fisherman. He stands in 
the center space, and calls the following verse: 

"Swim, little fishes, from the river to the sea; 
Swim, little fishes one two three ! " 

On the word "three" each side must cross through the fisherman's 
territory to the other side. He tries to catch as many as he can. 
These also become fishermen. However, he still continues to call the 
verse. 

On signal, when there are still some left to be caught, all stop 
and sides are counted, to see which has lost the most. Side retaining 
the most players, gets 5 points. The person that was caught last, as 
the whistle sounded, (or other signal) will be fisherman for the next 
game. 

Two Rings "Tossed" 

Have two rings suspended from the ceiling, one in front of the 
other, about four feet apart. Divide your company into two sides. 
Have Captains compete first, and then keep the score for their side. 
Each receives three tennis balls, which he is to throw through the 

62 



two rings, if he can. If successful he gets 10 points. Through one 
ring, 5 points is scored. In throwing, each contestant should stand 
about eight feet away from the first ring. 

Mysterious Partner "Doubles" 

The old game of "Flying Dutchman" masquerading under a new 
name, but acceptable nevertheless. 

All form in a circle joining hands. One couple is out. As they 
walk around the circle they hit some one pair of clasped hands. 
These two must join hands, run in the opposite direction, and try to 
be back in their places before their opponents can do this. Some- 
times this is accomplished amid much Scrambling and laughter. 
However, the usual procedure is that the "touched" couple become 
the "touching" couple for the next round, as they hit some pair of 
hands, and send the owners flying in the opposite direction. 

As the couples again join the circle, after "running their race" 
they should see that the girls and boys alternate in the circle as much 
as possible. For if two boys happen to run together, there will surely 
be a "break-neck race!" 

Dodge Ball "Striking Out" 

Form company in a circle. Every other one steps back about two 
feet. This forms a large circle on the outside with a space between 
each player. The inside players can move around anywhere within 
the center of the circle. 

A large soft ball is the best to use. The outside players have the 
ball. They must aim across the circle, trying to hit someone in the 
circle. If successful, the one or ones hit must go out of the circle. 
The outside circle player nearest the ball must then secure it and 
try to hit someone else in the circle. This keeps up, the inside circle 
players dodging the ball as much as possible. 

The object is to see which side can put the other out in the short- 
est time. 

Stag "Game" 

Have two Captains. Each starts out and tags someone. They 
must join hands with the Captain, and together they must go after 
another player and tag him. The Captain with the longest line of 
recruits wins. 

63 



Handkerchief Guess "Singles" 

This is an amusing game for a small number of people. Secure 
as many cheap handkerchiefs as you expect guests. Divide into two 
sides. First one from one side and then one from the other, arises 
and approaching his opponents, points to someone, saying, "Show 
me your right hand," or "Show me your left hand." If the hand 
called for contains a handkerchief the person holding it must give it 
up. If successful, one can have as many as three chances to secure 
handkerchiefs. However, if he is unsuccessful only one chance is 
allowed. 

A Tennis Romance "Love All" 

All sit in a circle while "A Tennis Romance" is read. The first 
to answer correctly each time receives a small paper racket (straight 
slips of paper would do). If you have a large crowd make them 
stand and give the answers. If more than one answers simultaneously 
then give each a racket. One having most "rackets" at the end of 
the reading receives a prize. A booby prize might be a toy horn to 
make a "racket." 

Explain that the terms to be guessed concern a Tennis Game. 

The hero was a man of fame, 

He met her first at a ...(Ball Game) 

Although he was forty and very lean, 

He courted her like a boy of (Fifteen) 

And, too, on him her heart was set; 

Folks said she had caught him in her (Net) 

To this insinuation you could not hide 

The fact that the advantage was on his (Side) 

While she was a very wealthy miss, 

He was a soldier in his Country's (Service) 

One evening her guardian wearing a jacket, 

Came into the parlor and stirred up a (Racket) 

64 



The heroine saw he was in a great fret, 

So left the room the table to (Set) 

He said, "This romance simply must halt. 

You've aimed at her fortune. It's all your (Fault) 

I'll tell you now you're in for trouble. 

You've played a game, and played it (Double) 

And this one thing I'll tell you more, 

While I'm here you shall not " (Score) 

However, back the lady came, as boss, 

And her pretty head she did (Toss) 

Her arguments were her guardian's above, 

That the greatest thing in the world is (Love) 

And thus our darling heroine, Gertie, 

Married when she was nearly (Thirty) 



A tennis court is a good thing in itself. It has proved one of the necessary 
adjuncts of every Epivorth League Institute, not for its spiritual usefulness, though 
it has that value, hut for its sheer recreative delightfulness. — The Efficient 
Epworthian. 



65 



PATRIOTIC TEA 

We can generally secure a good program, with little effort, for a 
Patriotic Social Ask a Grand Army Veteran to take part. Ask 
some of the Daughters of the American Revolution to attend. 

A good play for such an evening would be "Betty's Ancestors," 
by Emma M. Hunting, secured from the Penn Publishing Co., Phila- 
delphia. It is a one act play based on Colonial Days. Betty and her 
old companion, Deborah, are caretakers of the family mansion, 
which has had a notable colonial history, and is now a museum ; the 
humor lies with the different characters that visit the museum. It 
plays one hour, takes twelve girls and two boys, but if necessary 
some of the characters can double up. Copies 1 5c each. 

Tea can be served after the little sketch, and a get-acquainted 
time enjoyed by all. 

However, for a regular social, the following games are suggested, 
after a short program. 

GAMES 
Paul Revered Ride 

Divide your company into two sides, naming them "Lexington" 
and "Concord." Have them line up in two lines. Give the first 
one in each line a toy horse. On signal the leaders begin passing 
the horse over their heads and down the line. The last in the line 
must run forward and standing in front of the line pass the toy horse 
again to the back, and so on, until the original leaders are once 
again at the front of each line. The first side to accomplish this, 
wins. 

Now divide the company into three sections; those born in Jan., 
Feb., Mar. and Apr. go to one end of the room; May, June, July 
and Aug. in another section of the room; Sept., Oct., Nov. and Dec. 
in still another section. 

The three following games are played, one at each section: 

Ringing the Liberty Bell 

A suspended hoop is required, with a dinner bell just in back of it. 
Each is given three soft rubber balls, with which to ring the bell. 
Those in this section are divided into two sides. One side competes 

66 



against the other for the most points (1 point for each time the bell 
is rung). The side that wins, each receives a tiny flag. 

Famous Stars 

Two or three helpers are required to run this game. Have a blue 
piece of bunting; pin on same, six large white stars. In the center 
of each star, place a picture. These are suggested; Lincoln, Wash- 
ington, Grant, Benjamin Franklin, Julia Ward Howe, Walt Whitman. 
Give out slips of paper with these quotations on them, 
Vessels large may venture more, 
But little boats should keep near shore. 

Poor Richard. — Benjamin Franklin. 

I am ready for any service that I can give my country. 

— George Washington. 

As He died to make men holy, 
Let us die to make men free. 

— Julia Ward Howe. 

0, Captain! my Captain! our fearful trip is done. 

—Walt Whitman. 

Unconditional Surrender. 

— U. S. Grant. 

I believe this government cannot endure permanently half slave 
and half free. 

— Abraham Lincoln. 

Each must examine the pictures and write the names of the 
"National Stars" after the quotations. As they finish, one of the 
helpers takes their paper and if they have five correct, the person 
receives a flag. 

Thirteen Stripes 

Have thirteen people play in a circle at a time, or if there are 
more give out some names twice. Each in the circle has the name 

67 



of one of the original thirteen states. One in the middle points to 
someone saying, "America" and then counts thirteen, fast. The per- 
son must give the state name of his right-hand neighbor, before the 
center player stops counting. If unsuccessful, he must change places 
with the center player. 

In a little while change to left-hand neighbor's name. These are 
the original states: 

Massachusetts, Pennsylvania, 

Connecticut, Maryland, 

Rhode Island, Virginia, 

New Hampshire, North Carolina, 

New York, South Carolina, 

New Jersey, Georgia, 
Delaware. 

Barbara Frietchie 

This stunt takes some practice to produce, but the result causes 
considerable fun. Four people learn the poem of Whittier's called 
"Barbara Frietchie." Then the piece is recited by the four together, 
but in the following fashion: No. 1 starts first, and after having 
recited a couplet, that is, "Up from the meadows rich with corn, 
Clear in the cool September morn," then No. 2 begins the poem, then 
two lines later, No. 3, and finally No. 4 begins. Thus all are reciting 
but at different places in the course of the piece. In addition each 
performer accompanies his recital with many ludicrous gestures. As 
each one finishes, he makes his bow and walks off the platform, as 
though he were the only performer. The result is of course a babble 
of voices, but at the same time very comical. 

Songs 

Let all joint in singing four or five National Airs. Be sure to ap- 
point a good leader for this part of the program. 

Boston Tea Party 

Refreshments should consist of tea and cookies. 



68 



BEACH PARTY 

A good description of a Beach Party held inland has been received 
so we take great pleasure in quoting from the original. 

"In July we had what we called a "Beach Party" but as we 
have no beach nearer than two hundred miles, we used the next best, 
which was a big irrigation ditch. The bottom of the ditch was broad 
and sandy making outdoor games possible. The moon was full but 
rose late so we had for our light an immense bonfire. Some of the 
games we used were as follows": 

GAMES 
Blindman's Race 

Divide the guests into two groups and blindfold all but one leader 
for each side. All take hold of hands in each group. Then the 
leaders take them in opposite directions until signal is given to stop. 
Then each must find his way back alone. Side back first of course 
wins. 

Novel Handshake 

One or more guests are given a little prize. Everyone shakes 
hands with everybody else. The persons who have the prizes keep 
this fact a secret. Although everyone knows that there are prizes 
somewhere in the crowd, and that they will be awarded on shaking 
hands with the right person. The fifteenth person who shakes hands 
with the "mysterious" one finds himself possessed of the prize. 

Instead of relays next why not have an 

AQUATIC CARNIVAL 

1 . 1 00 Yd. Swim Crowing like a rooster. 

2. Water Polo Drinking glass of water. 

3. Deep Diving Skipping a certain distance backwards. 

4. Canoe Race Potato and spoon race. 

5. Novelty Race Banana eating. 

6. Rounding the Buoy Girl proposing to the most boys. 

7. Hoisting Sail Standing before audience without smiling. 

8. 100 Yd. Backstroke Best joke told. 

9. Yacht Race Eating crackers and singing. 
10. Endurance Test Drinking out of baby bottles. 

69 



Divide the company into three groups, called the "Whales," 
"Clams" and "Shrimps." Have each group elect a yell leader and 
a captain. The Captain selects one delegate to each of the events. 
Have four judges. Points are 5-3-2. 

Perhaps you will not use the whole list above, but it is given so 
that you can select a few of the events that you have not tried 
before. 

Reflections 

"Sammie over the water, Sammie over the sea, 
Sammie catch the Kaiser, can't catch me!" 

All circle around a center player, who must keep his eyes closed. 
The verse is sung, and when "can't catch me!" is said the center 
player advances towards someone, and by feeling their hair, face, 
watch-charm, etc., must tell who it is. If successful that person must 
go to the center and close his eyes. This is a good game for people 
fairly well acquainted with each other. However, you should have 
the company divide into small circles rather than large ones. 

This game could be used for selecting partners, by having the 
center player point a stick towards the circle. If the center player is 
a boy, the girl nearest to the stick is required, to take hold of it. He 
asks her three questions and she must answer them. He then guesses 
who it is. If he is correct, they are partners. Another is selected 
to go to the center of the circle, is blindfolded and proceeds in the 
same manner. 

Hiram and Mirandy 

Divide your company into small circles of about ten or twelve. A 
boy and girl are in the center. He is Hiram, and must be blind- 
folded. She is Mirandy, and must dodge his attempts to catch her. 
He says, "Mirandy, where are you ?" She must answer real sweetly, 
every time he calls, "Yes, Hiram." 

Circle Ball 

Roll up a magazine and tie it to a heavy string. Leader in center 
of circle of players, swings this string and book slowly around at 
first, and then faster. Each must jump over it. If hit, that person 
must leave the circle. The one enduring the longest, is leader for 
the next round. 

70 



Program 

If this social is held indoors, have someone give a short talk on 
"The Work of the Sea," or on "Deep Sea Fishing." Perhaps you 
could secure an exhibit of Shells and have someone relate where they 
were found. A reading relating to the sea could be given. "The 
Chambered Nautilus," by Oliver Wendell Holmes is suggested. If 
some specimens of the Nautilus could be secured it would add greatly 
to the effect of the reading. We secured some very beautiful ones 
at Bolinas Bay one year. They were of a purplish color, and looked 
like little sailing ships. 



A man in a motor-boat was troubled because he couldnt mal^e headway, 
until he remembered that he hadnt pulled up his anchor. There are Epworth 
League Chapters UJ^e that. — Dan B. Brummitt. 



Strawberry short-ca^e, blackberry pie! 

Will we be there? Aye! Aye! ! Aye! ! ! 



71 



TRAVEL SOCIAL 

Train Game 

Have seats arranged like a train; partners in double rows. Num- 
ber each cross-section of seats; as the first four persons in front, 
one ; the second four in back of them, two ; the third four, three and 
so on. Designate the boys to run first (they are seated to the right 
of their partners) . When two is called, for instance, the two boys in 
cross-section two will run up front around the head of their column 
of seats down the aisle, around the end, and back to their seats. 

After a few contests with the boys, let the girls run. Side that 
wins gets 5 points and the side losing minus 1. "Pullman" and 
"Tourist" could be the names of the sections competing. 

A good way is to have a whistle. When one is blown, followed by 
calling the number of the section to run, the boys are to compete. 
When two is blown, the girls compete. This way the game can be 
made very exciting. A score keeper should be appointed for each 
side. 

Show Places 

A guide book can be given to each passenger. However, long 
tickets made on wrapping paper, noting the different places to be 
visited, will cause much excitement. The Show Places can be rigged 
up in adjoining rooms or screened from one another in the same 
room. Another way is to present them, as best you can while the 
passengers are seated in "train form." A portion of the ticket, in 
either case, is detached as the Show Place is reached. The follow- 
ing suggestions are given. If you wish to use this idea, these will 
have to be adapted to the room or conditions. 

Horse Shoe Falls. Someone drops a horse shoe from the 

balcony. 
Red Rock Canyon. A Red rock is brought in on top of a tin can. 

Royal Gorge. A boy with a crown on his head eating 

from a bowl. 
Pike's Peak. A boy with a large cardboard fish (a pike) 

pointing to the mouth of the fish. 
Seven Stair-step Falls. A ladder is knocked over. If possible have 

one with seven steps. 
72 



Yellowstone Park. Bring in a Yellow stone and park it in the 

center of the floor. 
Black Eagle Falls. An Indian chief named "Black Eagle" falls 

to the floor. 
Rocky Mountains. Could be a parade through a room covered 

with rocks. 
Natural Bridges in Two boys could point to the bridge of their 

Virginia and Utah. nose. 

Palisades of the A picture of a Palace and bottles of 

Hudson River. medicine. 

A Laplander. A lap dog. 

The Matterhorn. A mat, a large "R" and a horn. 

Announce the arrival of the passengers in New York. All will 
want to go and get their mail. Therefore play the following game: 

Post Office 

In this game the first thing to be done is to appoint a postmaster- 
general and a postman. The postmaster-general with paper and 
pencil in hand goes around the circle, writing down each person's 
name, linking it with the name of a town, that the owner of the 
name chooses to represent. 

As soon as this is done the postman is blindfolded and placed in 
the middle of the room. The P.-G. then announces that a letter has 
been sent from one town to another, say from Sacramento to Mil- 
pitas. The ones representing these two cities must arise and change 
seats as quietly as possible. The postman tries to secure a seat or 
catch one of the "changing cities." If successful the one caught be- 
comes postman. 

Trip to London 

A trip to London might be indulged in next. The boys and girls 
are paired off, one is Mr. Brown and the other Mrs. Brown. The 
articles needed are, a suitcase, a vest, a coat, a hat and an umbrella 
for Mr. Brown. The more ragged and "seedy" looking the articles 
are, the funnier it is. Mrs. Brown needs a full old-fashioned skirt, 
a jacket or coat and a funny little old hat. 

The "articles" are all jammed into the suitcase, except the um- 
brella — and then the suitcase is placed between the first couple. The 

73 



timekeeper announces that Mr. and Mrs. Brown have been called 
to London by telegram to attend the funeral of Mr. Brown's brother 
and they have one minute to catch the boat and after the funeral 
in London they must immediately return to New York to attend the 
wedding of Mrs. Brown's sister the same day. 

The couple at a signal from the timekeeper hurry to get ready for 
the funeral. Mr. B opens the suitcase and the umbrella, then dons 
vest, coat and hat, while Mrs. B arrays herself in skirt, coat and hat. 
Of course the hat refuses to stay on and the coat and skirt are 
usually wrong side out, or the umbrella doesn't open easily. Then 
Mr. B locks the suitcase and he carries it; Mrs. B carries the um- 
brella and holds up her skirt which she doesn't have time to fasten. 
They run hand in hand to some place a little away — perhaps to the 
other side of the room. Here they climb up on a chair (the boat) 
and get down again; then they skin off their funeral clothes and 
stuff them into the suitcase, close the umbrella; climb up on the 
chair and down again and race back hand in hand to the starting 
point to attend the wedding. 

The couple who does this in the shortest time usually about sixty 
seconds or even forty sometimes, wins. 

States: Guess by Shape 

Back in the United States again, this game would be quite appro- 
priate. Make a large map of the United States, outlining all of the 
States. Cut each state out. These should be on rather heavy paper. 
Number each one. All are given out, which when guessed are to be 
passed on. 

Partners 

When signal is given for the close of the above game, each is told 
to have in his hand, one outline of a state. Any two states that are 
next to each other on the Map of the United States may eat refresh- 
ments together. 

Program 

For the preparing of GOOD PROGRAMS, it is suggested that 
Fourth Vice-Presidents secure the services of the Mentor Associa- 
tion, 1 14 E. 16th St., New York. They have the best popular edu- 

74 



cational course including History, Art, Literature, Science, Nature, 
Travel, etc., that the Editor has ever seen. It is prepared in pam- 
phlet form, includes six pictures with each number, and comes every 
two weeks. Back numbers can be secured for 20c each, at any 
time. Write for a copy of "Natural Wonders of America" Mentor 
No. 7, and see what a good program you can prepare for this social. 



Ma\e your members travel. Dorit keep them serving in one department all 
the time. They are entitled to a symmetrical training. — The Efficient 
Epworthian. 

i 



75 



KID PARTY 

Quoting from an excellent plan received, "I will give you the 
program for a "Kid's Party" which everyone seemed to enjoy im- 
mensely, as they must, if the crowd enters into the spirit of the time. 
The party centered around a "school." A number of lively games, 
as Cat and Rat, Drop the Handkerchief, etc., were first played, as 
might be played by children before school hours." We are con- 
cerned about the etc. of the above suggestions so submit the fol- 
lowing: 

Go Walking Round the City 

Go walking round the city, Go forth and face your partner, 

Go walking round the city, Go forth and face your partner, 

Go walking round the city, Go forth and face your partner, 

As we have done before. And bow before you go. 

Go in and out the windows, Now we will go to Paris, 

Go in and out the windows, Now we will go to Paris, 

Go in and out the windows, Now we will go to Paris, 

As we have done before. As we have done before. 

Form circle. Select two or three or more according to the numbers 
playing, to be outside the circle. 1st Verse: Walk around the 
outside of circle. 2nd Verse: Weave in and out under upstretched 
hands of circle. 3rd Verse: Go and face someone in the circle, 
and bow on the last line. 4th Verse : Take partners hands, crossed, 
and skip around the outside of circle until end of verse. Form a 
single line and begin over. Or each may choose one to take their 
place. 

Farmer in the Dell 

Company forms a large circle. Select a farmer to be in the 
center. All sing the following verse: 
The farmer in the dell, the farmer in the dell, 
Io the cherry O, the farmer's in the dell. 
The farmer wants a wife, the farmer wants a wife, (he selects one) 
Io the cherry 0, the farmer wants a wife. 

76 



The wife wants a child, the wife wants a child, (she selects one) 

Io the cherry 0, the wife wants a child. 
The child wants a nurse, the child wants a nurse, (he selects one) 

Io the cherry O, the child wants a nurse. 
The nurse wants a dog, the nurse wants a dog, (she selects one) 

Io the cherry 0, the nurse wants a dog. 
The dog wants a cat, the dog wants a cat, (he selects one) 

Io the cherry 0, the dog wants a cat. 
The cat wants a rat, the cat wants a rat, (she selects one) 

Io the cherry 0, the cat wants a rat. 
The rat wants a cheese, the rat wants a cheese, (select a boy) 

Io the cherry 0, the rat wants a cheese. 
The cheese stands alone, the cheese stands alone, (he is Farmer for 

Io the cherry 0, the cheese stands alone. the next game) 

(All leave the circle except the cheese.) 

Continuing, "Then all were sent out of the room (we held it in 
the Sunday School Room) and while lining up for "school" the 
chairs were set in parallel rows from front to back of the room, 
with aisles between rows. The "children" were then marched in to 
tapping of a bell, and took their seats. Then we had a spelling 
match, several little pieces were spoken and the teacher asked ques- 
tions of certain ones who were specially prepared with answers. ( A 
large number of questions with clever answers can be found in joke 
columns of things children answer in school.) These set up quite a 
bit of amusement. One of the boys dressed to imitate the District 
Inspector, gave a little foolish talk and gave out some of the ques- 
tions." 

Matching States and Capitols 

Give out the names of States to the boys and the names of Capitols 
to the girls. After matching their slips, these are partners for the 
next exercise. 

Letter Game 

The teacher reads out the following, pausing a minute or two be- 
tween each. Pupils must write down a letter, two letters or three 
letters of the alphabet that answer each question asked. 

77 



1. 


Containing nothing? 


M T 


2. 


Statement of indebtedness? 


I U 


3. 


A famous poem? 


ULG 


4. 


A tent? 


TP 


5. 


A number? 


ATE 


6. 


All right? 


OK 


7. 


Slang expression? 


G 


8. 


A foe? 


NM E 


9. 


Poorly dressed? 


C D 


10. 


A bird? 


J 


11. 


A common beverage? 


T 


12. 


A girl's name? 


M L E or K T or 
M A or F E 



History 

See "Trading of Events" under a Calendar Social. 

Arithmetic 

Might be any of the number games suggested under a Calendar 
Social. 

Anatomy 

One is "It" in the center. He then points to an easily discernible 
part of his body and calls it by another name. For example, point- 
ing to his eye he will say, "This is my elbow," then quickly pointing 
to someone, counts ten. The "picked on" must grasp his elbow 
and say, "This is my eye." Just reverse, as is easily seen. Some 
will be slow to catch on but therein lies the fun and mix-up. 

Refreshments. 

"The serving of the refreshments was to imitate a store. Each 
"child" had been given little round pasteboards to represent money. 
Each received one 5c, 3c and 1 c piece. Then we served ice-cream 
cones at the "store" for 5c and animal cookies and all-day suckers 
were sold for pennies." 

The Chapter that pays no attention to its younger members need not worry 
about its future. There wont be any. — Dan B. Brummitt. 



78 



AMERICAN COLLEGE EVENING 

Assign your company as they arrive to one of four sections of 
seats marked "Freshmen, " "Sophomores," "Juniors," "Seniors." 
Have each section select a Captain and a Yell Leader. 

As a part of the program, select someone as President, with cap 
and gown, who can tell of the advantages of a college education in 
a ten-minute talk. 

A debate on some big "national" question, by college students 
would be instructive as well as entertaining. However, a debate on 
the following, "Resolved that the College of the Pacific offers more 
advantages than the University of California" might bring out many 
facts about these two colleges, hitherto unknown. 

Be sure to sing some College Songs. "Palms of Victory" from 
California Songs, "Hail, Stanford, Hail ! " and "Hail, Pacific, Hail to 
Thee," from Songs of the College of the Pacific are suggestions. 

TRACK MEET 

A Track Meet might be the next event. Each Captain selects the 
ones from his group to compete for each event. A score-keeper 
stands at the blackboard and records the points won by each side. 

Discus Throw 

One is selected from each group. They are to blow feathers 
through embroidery hoops fastened to strings. One first to accom- 
plish this wins 5 points for his side; next 3 points; next 1. 

Sack Race 

Three are selected. The Freshmen and Sophomores compete 
against the Juniors and Seniors. Six stand in a line. Each is given 
a paper bag. On signal the first one in each line blows up his bag 
and bursts it; the next one follows example. The line to finish first 
wins. Then the two sections composing the winning line compete 
for final honors. 

One Mile Relay 

One is selected. Four circles are marked on the floor. An egg is 
given to each of the contestants. One to finish rolling his egg around 
the circle first, 5 points; next 3, etc. 

79 



One Hundred Yard Dash 

One from each side. Each is given a hundred yard spool of 
thread, also an empty spool on which to rewind the thread. The 
one who finishes first, of course, is the winner. 

220 Low Hurdle 

One from each side. Make out four long columns of figures 
to be added. The total should be "220." 

Fifty Yard Dash 

Blindfold contestants, one from each side. One drawing the 
straightest line, on the blackboard, wins first place. 

Broad Jump 

Three from each group. Freshmen and Juniors: Sophomores 
and Seniors, compete. Give each one a marshmallow to throw 
across the line to opponent. They are to catch it in their mouth. 
The line having caught the most marshmallows in each set of play- 
ers, again compete for final winners. 

Twenty Yard Dash 

Three boys from each side race backwards on hands and knees. 

Endurance Race 

Have three, from each side, one after the other, fan tissue paper 
balls a certain distance, say twelve feet, beneath a chair, and back 
to the starting point. 

Foot Race 

Each section lines up, with one foot directly in front of the other. 
With a tape measure the length of each line is ascertained. One 
point for each foot in the line that is a foot or more long. 5 points 
for the longest line; 3 for the next longest. 

To the Captain of the winning side, present a "Pair of Bloomers" 
in a large box (two rose buds) saying that you hope the winner will 
wear them. 

Initiation 

An initiation of "Freshies" can take place next, to the amusement 
of the rest of the company. 

80 



1 . Have the words of Home Sweet Home written out, beginning 
with the ending and going forward. Make one Freshie sing the song 
in this manner; the tune to be played in the regular way. 

2. Tell another to recite "Mary had a little lamb, etc," back- 
wards. He will try his best to think how it ends and altogether 
will have much difficulty in trying to accomplish his stunt. Tell him, 
"No that is not the way to say it." Maybe you will have to tell him 
finally that he must turn his back on the audience and repeat the 
verse in the regular way. 

3. Have someone give a conundrum. A freshie must give the 
answer or wear a dunce cap the rest of the evening. This could 
apply to several or more. However, be sure to look up the conun- 
drums ahead of time. 

4. Give out nursery rhymes to each of four or five to be initiated 
at one time. Instruct one to sing his piece (to any tune) ; another 
to whistle between each word; another must lisp the words of his 
verse; another must stutter, etc. 

Perhaps eight or ten would be all you could induce to go through 
the stunts. At any rate this number would be sufficient to cause 
much merriment. However, if an affair of this kind is strung out 
too much it wears on everyone. Plan well, and ahead of time for 
the initiation; see that the right ones are among the Freshies; or if 
need be ask the ones who are to take part, before the evening of 
the social, telling them there will be nothing to be afraid of in the 
initiation. 

Announcement of Courses 

It is intensely interesting to have the Announcement of Courses 
printed on slips of paper. Pass these out. The President can make 
a speech if he likes regarding the merits of the different courses. Do 
not tell what they are. 

Have two or three clerks seated at desks or tables in the front of 
the room, to take care of registrations. 

After announcement by the President in which he tells the 
audience that "Domestic Science" is a required course, all proceed 
to register for the different courses. 

If there is time, it might not be a bad idea, to have each Pro- 

81 



fessor tell why everyone should register for his or her course. If 
all of the Professors are in caps and gowns it will be very effective. 

Different courses have different registration fees, as Chemistry 2c, 
Domestic Science 5c, Astronomy 3c, etc. As each registers, a slip is 
given to them entitling them to that class. Here is the complete list 
of classes: 

History Prof (Dates) 

Astronomy Prof (Crescent and Star Shaped Cakes) 

Zoology Prof (Animal Cookies) 

Forestry Prof (Toothpicks) 

Chemistry Prof (Water) 

Mathematics Prof (Peanuts) 

Domestic Science Prof (Coffee and Pumpkin Pie) 

When all have registered, they are asked to go to classes, which 
are booths arranged in corners of an adjoining room. Each booth 
can be appropriately decorated. Or course, the Domestic Science 
course is served at little tables, the Professors having assistants to 
help them. 



Do your high school graduates go to college? Are you doing your part 
to interest the young people in higher education? Early in the fall just before 
the colleges open have a **College Night.** — Recreation and Culture. 



With a vim, and a snap, and a sparkle, and a bubble, 
And a rubble, rubble, rubble, and a sis, sis, boom. 
And a boom, boom, bah, 
Burlingame, Burlingame, Rah, Rah, Rah! 



82 



KABINET KARNIVAL 

KABINET KARNIVAL 
KARIKTURISTIKS 

KABINET KONCERT 
KITCHEN KABINET 
Date Hour 

HAMILTON EPWORTH LEAGUE 

It would be appropriate to give a "Kabinet Karnival" near the 
date of Labor Day. This social can be made a real success for the 
plan divides the work of entertaining among the four departments 
of the Epworth League. The motive of the evening is "Labor" and 
the plan is worked out accordingly. 

Descriptions 

Pin on the wall, descriptions of well known Epworth Leaguers, to 
be guessed. 

KARIKTURISTIKS would represent the games presented by each 
department. The First Department might represent 

ARTISTS 

Original Sketches 

Each is requested to draw some Historical Sketch on the top of a 
large piece of paper. On signal, all must pass their drawings to their 
right, after placing their name on the back. That person must look 
at the drawing, decide what it represents, write his answer at the bot- 
tom of the piece of paper, and fold over, ready for the next signal 
to pass. 

When all have written down their opinions, the papers are straight- 
ened out, each is asked for the title, which is written at the top, and 
the sketches are then displayed by being tacked up on the wall. 
Each one then goes around and counts up the number of times he 
guessed correctly. That one who has guessed the most correctly, 
should receive a little prize. An inexpensive water color sketch 
would be appropriate. 

Artists, Composers, Authors 

Give out slips of paper with only initials thereon, as follows: 

83 



ARTISTS 


COMPOSERS 


AUTHORS 


J. F. M. 
W.H. 
J. M. W. 
J. S. S. 


J.L.F.M. 
W. R. W. 
F.L. 
J.H. 


S.T.C. O.W.H 
CD. J.I. 
G. E. C L. 

R. W. E. S. W. S. 



Answers to the above are: 

ARTISTS COMPOSERS 

Jean Francois Millet Jakob Ludwig Felix Mendelssohn 

Winslow Homer Wilhelm Richard Wagner 

James McNeill Whistler Franz Liszt 

John S. Sargent Joseph Haydn 



AUTHORS 




Samuel Taylor Coleridge 


Oliver Wendell Holmes 


Charles Darwin 


Jean Ingelow 


George Eliot 


Charles Lamb 


Ralph Waldo Emerson 


Sir Walter Scott 


The Second Department might present 




GARDENERS 




Botanical Puzzle 




What may be found in a boat? 


Leeks. 


About a shepherd? 


Phlox. 


In a history book? 


Dates. 


A body of water? 


Bay. 


In my watch? 


Thyme. 


A traveling Israelite? 


Wandering Jew. 


In the alphabet? 


L. M. (Elm) or 




U. (Yew). 


In a book? 


Leaves. 


In the water? 


Currants. 



Harvesting Contest 

Divide company into two sides, each lining up. Have two chairs 
with nut bowls thereon to harvest the vegetables into. Lay out on 
the floor, even spaces apart, in a line in front of each chair, the fol- 
lowing vegetables. Place the largest ones near the chair, so that 
when all are laid out, the small ones will be the fartherest away. 

84 



Turnip, Beet, Onion, French Carrot, String Bean, Lima Bean and 
Pea. 

Beginning the relay, each must pick up one vegetable at a time, 
beginning with the Turnip, place it in the bowl, run forward after the 
Beet, run back and place it in the bowl, etc., until all the vegetables 
have been gathered up; then they must replace each in the same 
order again on the floor. Side that finishes first, wins. They might 
each be given a candy vegetable. 

The Third Department might select, as their presentation, the 

FARMER 
Jolly Miller 

"There was a Jolly Miller and he lived by a Mill; 
The mill turned round of its own good will; 
One hand on the hopper, and the other on the sack ; 
The ladies two forward and the gents step back," 

or 
"The gents three forward (or any number) and the 
ladies step back." 

You must have a Leader that can lead in this game. Someone 
will know the tune. But the calling must be done clearly and at the 
right place in the verse each time. A number as high as "eight" is 
sometimes given for the ladies or gents to step forward. This causes 
great shouts to go up from the crowd. The leader can also vary the 
last line thus, 

"The ladies step forward, the gents five back." 

All must sing the verse, march in couples in a circle; the leader 
giving the last line. There are generally odd ones placed in the 
center. These try for a partner as the changing takes place. This 
game is a great success nearly every time that it is played. 

Straw Ride 

Tell everyone they are invited to a straw ride. Give each a soda 
straw. The one who is able to jiggle the straw on his finger longest, 
wins. 

Farmer in the Dell 

You will find a full description of this game under the social, "A 
Kid Party," 

85 



Blindfold Pig 

Each in turn is blindfolded, seated at a table, given a pencil and 
piece of paper and told to draw a pig. Head, ears, tail, feet and eye 
must be drawn. These are placed on exhibition. 

Barnyard Noises 

This is the old game of "Grunt" dressed up; instead of grunting 
make a noise like an animal, when the blindfolded one in the center 
of the circle points to you. If he guesses correctly who is "Crowing 
like a rooster," etc., they change places. 

The Fourth Department presents the 

HOUSEWIFE 
Clothes Pin Relay 

Clothes pins must be passed down the line, and then behind 
backs, back to the starting point. The pins are placed in a basket 
at the head of the line to begin with. They must all be back in the 
basket when the finish is called. 

Clothes Hanging Contest 

Each side is provided with eight pieces of calico, cut in about eight 
inch squares. These are placed in clothes baskets with two clothes 
pins for each square of cloth. A heavy string line is put up for each 
side. 

Sides line up and in relay form, one player after the other pins 
the squares all on the line and then takes them all down. Side 
finishing last has to wash the dishes, after the refreshments. 

Towel Relay 

Two first in each line place a towel about their necks, tie it, untie 
it, and then place it about the second player's neck. The second 
player ties it, unties it and places it about the third player's neck. 
Line to finish first, each receives a piece of cake. 

Coffee-Pot 

Select someone to go from the room. While out, select some word 
with a double meaning, as "Sale — Sail." 

Call in the person. He first asks everyone "How do you like it?" 
The person addressed might say, "I like my coffee-pot on a boat," 

86 



that is, put the word "coffee-pot" into the sentence in answering in 
place of the word selected. Sometimes the words have more than 
two meanings and then the fun begins. 



Vane — Vein — Vane is a good word. 


Fly 


Boy — Buoy 


Ball 


Pale— Pail 


Racket 


Bow — Beau 


Fence 


Powder 


Quail 



If he does not guess on the first round he then asks "Where do 
you like it?" Next time, "When?" The one that gives it away has 
to leave the room. 

KABINET KONCERT will be a short program given by the Cab- 
inet Members. A solo and a reading might be given in some way 
relating to LABOR. A Broom-stick Drill might be indulged in by 
the Cabinet as a whole; or the girls could give a Milkmaids' Pan- 
tomime Drill, (see "The Festival Book" by J. E. C. Lincoln). A 
Hose Drill is very comical, where the boys wear striped hose. 

KITCHEN KABINET consists of the Cabinet members serving the 
Punch and Cake. 



Our Churches must become social centers — that is, centers for the bring- 
ing together of all the elements that ma\e up the community. Who should 
object, for example, if some Epworih League Chapter succeeds in getting a 
group of Italian young people to cross the League threshold for a celebration of 
the twentieth of September? — The Efficient Epworthian. 



Strawberry short-cake, huckleberry pie! 

V-i-c-l-o-r-y! 

Are we in it? Well — / — guess!! 

Trinity, Trinity; Yes! Yes!! Yes!!! 



87 



HARVEST HOME FAIR 

This plan is quoted from a very successful evening put on by a 
San Jose Chapter. 

"We gave a social evening last year to raise our pledge to Panama 
which proved a financial success as well as furnishing a very enjoy- 
able evening and it may give other leagues a few suggestions. We 
invited the entire church. 

First, we gave a program which lasted somewhat over an hour 
and included a clever missionary play, recitations and musical num- 
bers. This part was free, and put folks in good humor for what was 
coming. 

At the conclusion of the program, the audience adjourned to the 
social rooms where the "real" fun began. We had things fixed up as 
a kind of a mixture of circus sideshows and an old time bazaar. We 
had three or four booths artistically decorated (a special committee 
from the league had charge of each booth) where homemade cakes 
and candies were sold. At another booth we sold punch. Then 
we had a gypsy fortune telling booth (admission 10c). But the 
greatest success was in the Side Shows, (admission 10c) and I don't 
believe that a single person failed to visit them. 

We had the outside of the sideshow rooms decorated with big 
posters telling of the marvels inside all for 1 Oc. One fellow collected 
fares as they came in. Others had megaphones advertising the 
shows and some fellows inside explained the different wonders. Here 
are some of the things we had in the 

SIDE-SHOWS 

!. The latest dress. Have a night dress hanging on the wall. 

- 2. Salted nuts. Nuts from a machine with salt on them. 

3. Washington's head- A picture of Washington's head cut into 

quarters. tour quarters. 

4. An exhibit for men A pair of suspenders. 

only. 

~ 5. For women only. Some wearing apparel of a lady. 

6. The last of the race. Have the letter "E." 

7. Right this way to have Victim places his hand through a hole 

your palm read. in a cloth which conceals another 

person. Red chalk makes the palm 
red. 

88 



8. Remains of old Greece. Candle grease. 



9. 
10. 
11. 
12. 
13. 

14. 
15, 



A summer resort. 

Manhattan. 

X se. 

R can saw. 

On the rocks at 



Ni- 



agara. 
Swimming match. 
See the freak horse. 

Tail where its head 

ought to be. 



A fan. 

Man with a hat on. 

Tennessee. 

Arkansas. 

Water. 

A match swimming in a basin of water. 
A horse with his head facing out of the 

stall and his tail in where his head 

should be." 



Here is an "Art Exhibit" (submitted from Berkeley, Cal.), if you 
do not care to prepare for the Side Shows, or if you haven't room 
for such an affair. 

Art Exhibit 

Typewritten catalogs are clever to go with this exhibit, each 
"piece of art" being numbered and reference made to the catalog. 



Title 

1 . Study of fish (in oils) . 

2. The Tax Gatherer. 

3. Ruins in China. 

4. Cain and Abel. 

5. Family Jars. 

6. A Revolutionary Act. 

7. The Flower of the Family. 

8. Disappointed in Love. 

9. My Native Land. 

10. Marble Group. 

1 1. A Drive Through the Wood. 

12. Rulers of the 20th Century. 

13. Famous City of Ireland. 

14. A Stirring Subject. 

15. A Lady's Eyes. 

16. Single File. 

17. Women's Rights. 

1 8. The Grub that Makes the Butterfly. 

19. The Old Friar. 

20. A Gentleman's Portrait. 

89 



Article 

Can of sardines. 

A tack hammer. 

A broken cup. 

A cane and a bell. 

Two fruit jars. 

Tacks on tea. 

Flour. 

A broken match. 

Soil. 

Four marbles. 

A nail thru a block. 

Two rulers. 

Cork. 

A large spoon. 

Eyes for hooks and 

A file. 

Two gloves (right). 

Bread. 

An old frying pan. 

A postage stamp. 



eyes. 



Fish Pond 

Each is allowed the privilege of "fishing" for a small sum. A 
large curtain is rigged up, on the other side of which is a fish-pond. 
Such signs as "No Trespassing," "No Hunting Allowed," "No 
Swimming," "Keep Off the Grass," can be tacked up around this 
booth. The fishermen are each given a pole with a line and hook. 
The cost to fish is proportionate to the kind of articles fished for. 
Ten cents would be a good sum to charge. As the line is dropped 
over the curtain, (three or four Leaguers are stationed behind the 
curtain) a package is attached to the fisherman's line and he draws 
up his fish. 

Merry-Go-Round 

Quoting from a letter, "We had a merry-go-round. The chairs 
were arranged in a circle, each person rocking the chair in front of 
him. One person stood in the center with a chair in hand and 
turned around while someone played on a mouth-organ. Very simple 
and foolish, but it caused lots of laughs." 

Game of Merry-Go-Round 

Seat all in a circle with one vacant chair. One is "It" in the 
center. All begin moving around the circle, so that the one in the 
center cannot get into the vacant chair. If everyone moves quickly 
this is a very exciting game. The one who lets the center player 
obtain a seat, must go to the center for the next round. 

Kissing the Blarney Stone 

The victims were led up over a succession of large rocks, (blind- 
folded), then made to touch their hands on a stone on a table and 
lean over and kiss it. Instead of kissing the stone, they put their 
faces into a pan of water. 



Many a League Chapter has disbanded for want of the thing that ma^es 
the bill-poster prosperous. His business is to sticJ^. — The Efficient Epr»orthian 



90 



THE HARVEST FESTIVAL 

A lovely plan for a September entertainment is one where the idea 
of celebrating the Old World feast of the harvest-home with New 
World setting and appropriate merrymakings is carried out. A sug- 
gested program, 

Ten Minute Paper: "Quaint Harvest Customs of Other Lands." 
Recitation: "Corn Song," by Whittier. 
A Junior could give the following, 

"Now the frost is on the pumpkin and the fodder's in 

the shock; 
It's the glad and golden season that no Yankee cares 

to knock, 
But we like it even better — can't you guess the reason 

why? 
When the nutmeg's on the pumpkin and the pump- 
kin's in the pie ! " 

GAMES 
Partners for Harvest Home 

Cut out pictures of fruits and vegetables. Have two sets or cut 
each picture in two pieces. Those that match are partners. For 
dividing your company into two sections, announce after all the pic- 
tures have been given out, that the vegetables will form one side and 
the fruits the other. 

Corn Contest 

Company is divided into two lines. Have from four to ten ears 
of corn for each side. Line wins that passes all of its ears of corn 
first. 

Variations: Must pass ears of corn from one hand to the other 
before passing down the line. Must raise them overhead before 
passing. Must touch them to the floor. All pass with the left hand. 
All pass with the right hand. With eyes closed. 

Harvesting Contest 

See under a Kabinet Karnival. 

Grain 

Display an ear of dried corn. Have the company write down the 

91 



number of kernels which they suppose it contains. Then shell off the 
grains, count them carefully, and award a little prize. 

Apple Relay 

Company is divided into two or more lines containing an equal 
number of players. Lines compete against each other. Two apples 
are used for each line. At a signal, apple is passed over heads of 
players until it reaches the end player, who keeps it. After passing 
the first apple, the Leader counts ten and passes the second apple 
between his feet and so on down the line. Then the end player runs 
to the front with both apples and he becomes the leader. Play con- 
tinues until original leaders come to the front again. Line wins 
whose leader first accomplishes this. 

Live Stock Exhibition 

Write the following sentences on separate sheets of paper and 
hand around to your guests, each slip to be guessed and passed on. 
They are asked to discover in each sentence (the letters in conse- 
cutive order) some domestic fowl or animal seen about a farm: 



Moscow surely is a mystical city. 


Cow 


Norah, get me a hoe! 


Hog 


That candy is regular goo goo ; see 




how it sticks? 


Goose 


Slam bang there goes another tire ! 


Lamb 


Are authors easily persuaded to 




buy books? 


Horse 


A crab bit his toe while in wading. 


Rabbit 


That problem was a geometrical 




feat. 


Calf 



Barnyard Noises 

See under a Kabinet Karnival. 

A Husking Bee 

The words suggested in the following sentences are to be husked 
(that is letters taken off of each end) to find the answers. 

1 . Husk a famous Dramatist and obtain 

a fruit. Shakespeare, pear. 

2. Husk an Eastern state and find a word 

pertaining to a forest. Pennsylvania, sylvan. 

92 



3. Husk a high mountain in California 
and find what is popular at a baseball 
game. 

4. Husk a large European country and 
obtain the leading country of the 
world. 

5. Husk an Eastern River and obtain a 
boy's name. 

6. Husk a small state and obtain a poem 
of noble sentiment. 

7. Husk the author of the Battle Hymn 
of the Republic and find that which is 
opposed to peace. 

8. Husk an Italian Patriot and find that 
which most men do not wish to be- 
come. 

9. Husk a Country in Central America 
and obtain a heavenly body. 

10. Husk a Northern Kingdom and find 
what most old maids desire to do. 

1 1 . Husk a French Emperor and find the 
end of the world. 

12. Husk a country fought for in the 
great war and find what clouds may 
become. 



Whitney, hit. 

Russia, U. S. 
Potomac, Tom. 
Rhode Island, ode. 

Julia Ward Howe, war. 

Garibaldi, bald. 
Costa Rica, star. 
Sweden, wed. 
Napoleon, pole. 

Lorraine, rain. 



League t»eather note: About three months after the Institute, look out for 
light frosts. They will do no harm unless the Chapter has a northeast exposure 
to the chilling winds of criticism. — Dan D. Brummitt. 



Os^a wow-wow, wisk$ wee-wee. 

Olay muck'CL-la* First Church San Jose — WOW. 



93 



COLUMBUS DAY SOCIAL 

The invitation cards can be cut from thin cardboard to represent 
ghostly Spanish ships under full sail. On the white sail of the ship 
appears the familiar jingle: 

In fourteen hundred and ninety-two 

Columbus crossed the ocean blue; 
while on the reverse side the date, hour, address, and other par- 
ticulars of the Columbus Day Social are written. 

The design of the faithful pole-star which guided the hardy marin- 
ers on their voyage of discovery, carried out in red and yellow, 
makes a most effective decoration.. The red and yellow — Spanish 
colors — are in honor of the country which fitted out Columbus for his 
enterprise. 

Game of Columbus "Getting Acquainted" 

Give out the name Columbus, each letter of the name written on 
a separate piece of paper, as many times as needed. They must 
form in groups as quickly as possible. 

Star Game 

Each group is given a large paper star, on which they are to write 
as many names of the stars of the Heavens as it is possible for the 
members of the group to think of. 

Columbian Puzzle 

Half of each group change places with half of the number from 
another group. Then the following puzzle is given each group to 
work out. They are asked to add sufficient other letters to each frag- 
ment to make of it the name of something, someone or some place 
important in the biography of Christopher Columbus. 

1. Can. 6. Pal. 

2. Cat. 7. Med. 

3. Sp. 8. Lis. 

4. Val. 9. Cip. 

5. Gen. 10. Is. 

Answers: 1. The Canary Islands which Columbus passed on his 
voyage to the New World. 2. Cat Island, one of the Bahamas, 

94 



which is supposed to have been the first land sighted by Columbus, 
and which he christened San Salvador. 3. Spain; the country that 
aided Columbus. 4. Valladolid, Spain, where Columbus died in 
poverty and neglect. 5. Genoa, Italy, where Columbus was born. 
6. Palos, the Spanish port from which Columbus sailed on his first voy- 
age. 7. Mediterranean Sea, where for many years Columbus was em- 
ployed in enterprizes of commerce or war. 8. Lisbon, whither he 
went in 1470. 9. Cipango, or Japan, which he expected to reach 
by sailing westward over the Atlantic. 1 0. Isabella, Queen of Spain, 
who pawned her jewels to aid Columbus. 

Navigating to the New World 

Each group is given a rough map of the New World, with a spot 
marked at the place where it is supposed Columbus first landed. Each 
in turn is given a paper ship which he must pin (blindfolded, of 
course) on the Map. Each one's position is carefully marked with 
a pencil. One coming nearest, wins. 

Cat Island 

A blackboard, can be made the basis of a jolly ball contest. A 
map of the Bahamas, with Cat Island very prominent, is drawn on 
the blackboard, and the name of this particular island is clearly 
written upon it. Several rubber balls and a bowl of powdered chalk 
make up the rest of the outfit (or flour). Each player has three 
shots in which to reach San Salvador, or Cat Island. The balls 
before being tossed, are rolled in the chalk, so that if the board is 
struck this fact is indisputably established by the white mark that 
remains there. Any other portion of the islands upon which the 
navigators may "land" counts one point, while the spot on which 
Columbus landed counts three every time it is achieved. 

Cat Game 

Words found in the dictionary beginning with CAT, 

CAT in the woods. Catalog 

CAT in a pinch. Catnip 

CAT in a brush Catacomb 

CAT on a hill. Catamount 

CAT in the alphabet Catarrh 

CAT in the barn. Cataract 
95 



CAT at dinner. Catchup 

CAT in a building. Caterpillar 

CAT in the alphabet Cattle 

Benefactions 

For another interesting round each group sits at a table. The 
Fourth Vice-President produces a basket filled with words cut from 
newspaper head-lines, advertising bill-heads, or the like. Each player 
receives a square of pasteboard, and a bottle of mucilage is pro- 
vided. The object of the game is to select from the clipped words 
eight or ten which can be arranged in a line to form a sentence con- 
cerning Columbus' benefactions to humanity. A committee can de- 
cide which sentence is the most clever. 

Refreshments 

Refreshments can carry out the Spanish color-scheme, and consist 
of pimento and egg sandwiches; and orange ice served with cakes. 



Let not the social committee forever push forward the same merrymakers. 
Try to find fresh talent. Be a committee of Columhuses. — Amos R. Wells. 



Slap jack — cracker jack — switch hack — clear the track; 

Paper sack. Paper sack; Crack, Crack, Boom!!! Epworth—WOW. 



96 



A HAUNTED HOUSE PARTY 

Cut invitations from gray paper in shape of houses, marking doors 
and windows with white ink. On the reverse side write, 

"The old house at 1 1 5 Belvedere St. is reported to be haunted. 
You are requested to make one of an investigating party which will 
meet there on Hallowe'en night to examine into the cause of the 
weird lights and white figures recently seen there. The investigators 
will assemble at 8: 15 sharp." 

Let the arriving guests find the house closed and dark. About 
the time the company begins to assemble weird lights produced by 
flashes of a lantern should appear at the windows. Presently, with 
a noise as of rumbling thunder, made by shaking a piece of sheet- 
iron the door is thrown open and the Fourth Vice-President and her 
helpers attired as specters appear in the doorway. Placing her finger 
on her lips she says in a sepulchral tone, "Follow me!" 

It would be fun to plan a very circuitous route through the dimly 
lighted rooms over which to the accompaniment of more thunder, 
the ghosts might lead their guests. The leader should set a rapid 
pace as in "Follow My Leader." 

Threads of Fate 

Prepare a huge bat in the form of a bag with black (for boys) 
and yellow (for girls) streamers hanging from the claws. 

After each takes hold of a streamer, it leads him (if he follows it) 
finally to a fortune envelope. This is decorated with witches, etc. 
Inside he finds jumbled words. When arranged in order, they tell 
his fortune. 

NEW STUNTS (AND OLD) FOR HALLOWE'EN 
Artistic Reflections 

Seat a person at a table and place before him a mirror. Give 
him pencil and paper and request him to draw a square with two 
diagonals, while looking in the glass. Hold a sheet of paper over 
his right hand so as to hide it entirely from his sight. It will be 
found surprisingly difficult to draw the diagonal lines. 

Fortunes from Lines 

If you have some ingenious person presiding over the table they 

97 



could tell fortunes as the person has finished his drawing (as above) ; 
as a crooked line meaning that he will have to work hard for success ; 
a very straight line, a happy marriage, etc. 

Another Mirror Test 

Have them write their own name, while looking in the mirror. A 
small prize could be given later in the evening for the best drawing. 

Spook Pictures 

Have someone preside over a table, decorated spookily if desired, 
having a pen, ink and numerous pieces of paper. Fold each piece 
of paper at the middle. Seat each in front of the table and request 
them to write their name along the fold in the paper. Fold over 
without blotting, and a very grotesque ghost will result. Place on 
the wall adjoining, and very soon you will have an array of ghosts. 
All will enjoy looking at them, and a vote could be taken on the 
ghostiest ghost. 

A Spiritualistic Puzzle 

Give each boy pencil and paper. Tell them to put down the year 
in which they were born, to which add 4, then add the age which 
their next birthday will make them. Multiply result by 1,000, and 
deduct from this 709,423; substitute for the figures corresponding 
letters of the alphabet; A, for 1, B for 2, C for 3, etc. The result 
will give the name by which they are popularly known. The answer 
should be "a bad egg." Add 1000 for each year if used after 1920. 

A Spook, Spirit and Ghost Race 

Seat the players in chairs arranged in three rows. If larger crowd 
than thirty arrange in four or five rows, securing a new name for 
each additional row, as a fourth row might be Goblins, and a fifth, 
Witches, etc. Each row is a team. Let each team choose someone 
to be the Head Spook, Spirit or Ghost. Each Head Spook, etc., is 
seated at the opposite side of the room, facing his own team, far 
enough from the wall to allow a runner to pass behind his or her 
chair. Each team also chooses an umpire; each umpire must stand 
behind his own team, and keep score. The leader numbers each 
team, beginning with the front seat, 1 , 2, 3, 4, etc. The leader (the 
4th Vice-President) states that when he calls a number, the person 

98 



so numbered in each team shall run from the right of his chair to 
the right of his Head Spook (or Spirit, etc.) , around him, and back 
home, on the other side. The first one to get home scores two for 
his team; the last scores minus one for his side. When time is 
called the team having the highest score wins. 

A Ghost Room 

A Ghost Room can be rigged up, with a Ghost on a throne. The 
Ghost asks the one who enters (which must be one at a time), if 
he desires his fortune told. The Ghost starts in to tell* his fortune. 
Somewhere in the fortune, he must say casually that he sees a 
"change in position" in store soon, for that person. Then says, "If 
you will step up closer, you will soon realize part of your fortune." 
At the same time the Ghost arises and stretches out his hand as if 
in greeting. In the meantime two attendant ghosts lift the corner of 
the rug on which the person is standing (or kneeling if you wish them 
to), and slightly precipitate them. 

The Stings of the Spooks 

1. A sting that cures fatigue? Resting. 

2. A sting that cures hunger? Feasting. 

3. A sting that tidies your room? Dusting. 

4. A sting that cooks your meat? Roasting. 

5. A sting that makes you laugh? Jesting. 

6. A sting that foolish people indulge? Boasting. 

7. A sting that spoils your tools. Rusting. 

8. A sting that browns your bread? Toasting. 

9. A sting that makes you read a book Interesting, 
thru? 

10. A sting that tries? Testing. 

1 1 . A sting that adapts ? Adjusting. 

12. A sting that shop-keepers dislike? Trusting. 

Hidden Fortunes 

Write out fortunes with invisible ink or lemon juice. On the 
reverse side of the paper write, 

"This paper 'bove a candle hold, 
A fortune then it will unfold!" 
Candles are then lighted and much merriment results as the blank 
pieces of paper slowly reveal the hidden writing. 

99 



A Bran Fortune Cake 

A thimble — old maid. 

A button — bachelor. 

A gold ring — -first one to be married. 

A stone ring — next one to become engaged. 

Tiny slipper — journey. 

Also a toy automobile, ship, aeroplane, submarine or trunk, 

might represent a journey. 
Small purse — wealth. 

If you wish to elaborate on this plan, one can easily think up 
other trinkets to include and a fortune appropriate. Wrap each in 
tissue paper and attach a ribbon — cover all with bran. When signal 
is given all pull. However, if you do not wish to provide a favor for 
each person present, give each a cooking spoon; they in turn take 
out a spoonful of bran, until the favors are all unearthed. 

A Ghost Wedding 

It is conducted without any speaking of course. The "flower 
girls" have flour sacks and strew pieces of paper along the path 
taken by the bride. All the principals of the wedding are labeled 
with signs fastened to long strings and placed about the ghosts' 
necks. The ring is a barrel hoop, etc. 

A Mysterious Guessing Bag 

The hostess appears with a large bag filled with peanuts. Each 
one is told to guess how many articles (not knowing what is in the 
bag) he can draw forth with one hand. The one that comes near- 
est to his written guess, could be given the peanuts. 

Future Wife's Name 

The hostess asks if the boys present would like to know their 
future wife's name; that she has just found a new fortune telling 
method and it should prove interesting. When they say "yes" 
she asks that each one write his name on cards which she provides. 
She then takes the cards, and explains that she must leave the room, 
in order to complete the charm. 

She writes "Mrs." before each boy's name, and sealing in enve- 
lopes, carefully notes the boy's first name on the outside, faintly, so 

100 



that she can redistribute them correctly. She returns to the room, 
gives out the envelopes and there is a general good laugh as the 
girls look eagerly over the boys' shoulders to see the result. 

Fortunes 

Hide a ring, thimble and penny somewhere in the room. The 
one who finds the ring is to be married first; the thimble, an old maid 
(or bachelor) ; the penny, wealth. 

Kismet 

Have apples in baskets. Two ribbons of different colors are tied 
to each apple, as red for the boys and yellow for the girls. Twine 
the ribbons back and forth and cover the apples with Autumn 
leaves so that the apples cannot be seen. The ones who find their 
ribbons attached to the same apple are partners for the next game. 
Incidentally they eat the apple, dividing it and counting the seeds 
by the old formula, 

One, I love; two, I love; three, I love, I say; 
Four, I love with all my heart, and five I cast away. 
Six, he loves; seven, she loves, eight they both love. 
Nine, he comes, and ten he tarries. 
Eleven he courts, and twelve he marries. 

Alphabet Fortune 

Letters of the alphabet are cut from newspapers and set floating 
on a tub of water. Any name they may accidentally form is sup- 
posed to be the name of the observing one's future mate. 

Double Meanings 

Two people commence talking about some word as "dear" that 
has more than one meaning. Anyone can join in the conversation if 
he thinks he knows the word they are talking about. If, however, he 
proves to be in error, he must throw a handkerchief over his head 
until the game is finished. Such words as, hare, ball, pain, boy, wail, 
and sail are examples of words that can be used. 

Mysterious Answer 

Have each select partner; all stand in circle. One couple in 
center. Each in turn points at someone and asks a question. Part- 

101 



ner must answer and not the one the questioner points to. If they 
even start to answer they must change places with the questioner. 
Ten can be counted after the question is asked to further confuse the 
players. 

However if a girl points to a boy and traps him into answering, there 
would then be two boys in the center which is not allowable. In 
this case the couples change places, and the new couple start out 
questioning each in turn as before. If there are more boys than 
girls, or vice versa, this last rule need not apply. 

Magic Wand 

This being a game of mystery, two are needed who know the 
secret. A wand also is in evidence. One leaves the room. The 
other confederate asks whom he shall touch with the wand. Some- 
one is touched and the confederate called in. He takes hold of the 
wand and they both rub their hands back and forth so that the magic 
will work. 

For the magic part, it hinges on the first name of the person 
touched. If there is only one person in the room whose first name 
begins with the letter "P" it will be an easy matter to convey that 
name to the confederate. If, however, there are two whose names 
are somewhat alike as Mary and Marian, these could be conveyed 
"M" and "y"; and "M" and "i", to distinguish them. If there 
are two in the room with the same name, some method must be 
agreed upon beforehand. For instance if the name is "Grace," one 
Grace could be distinguished by "G" and "r" and the other by 
"G" and "a"; or the first one by "G" and "a" and the other by 
"G" and "e" as the vowels are easier to convey than the consonants. 

To convey the necessary consonants and vowels to the confeder- 
ate, the following method is used. For a consonant, a sentence is 
given beginning with that letter. You must think up common sen- 
tences or else the audience will perceive your methods immediately. 
For the vowels, one touch of the hands on the magic stick stands 
for "A"; two touches, "E"; three touches "I"; four touches "0", 
five touches "U." 

Because only two letters at the most are to be conveyed, the one 
giving the message can repeat it over, if the confederate does not 
seem to get it. Such sentences can be used between them, as 

102 



"Didn't you get my message yet?" "No, I haven't received your 
message yet." "Not, yet," etc. 

When the confederate says "Yes, I have the message!" he takes 
the wand and with many flourishes he lets it rest upon the right 
person. 

All during the performances the audience is trying to guess how 
it is done. This will be the basis of the conversation for conveying 
the consonants to the confederate. Also a hint about conveying the 
vowels. Rub the hands nearly together many times but only the 
times that actually touch will count. The confederate guessing, 
should be a very vivacious person, talking a good deal and laughing 
thus diverting attention from what the other one is trying to convey. 

Mysterious Portrait 

This game requires the services of one confederate. Talk is pur- 
posely turned to the extraordinary properties that some persons 
possess of being able to tell who has looked into a mirror. Incredul- 
ity will be expressed on every hand, and one player who declares 
there may be something in it offers to leave the room so that the 
matter may be tested. He has already arranged with his accomplice 
that the latter shall always be beside the person who has looked 
into the mirror, he shall speak to him, just as the other comes into 
the room, be touching him, or otherwise identify him for certain. The 
confederate must do this naturally. 

A hand mirror is brought into the room, and a girl is asked to gaze 
into it. She then hands it to someone else. 

The medium is summoned. He is handed the mirror and looks 
at it fixedly and with much intensity for several seconds, then he 
pauses and gently wipes it with his handkerchief and looks again. 
This creates an atmosphere of mystery. (He has already noticed 
that his confederate was talking to the young lady as he entered 
the room.) Presently he draws his hand across his forehead and 
says, "I see the face of Miss Bothe," and walking towards the girl 
in question, "This is the Lady in the Mirror." If this has been 
seriously done it will be very effective. 

Do not repeat more than two or three times, and it is best not 
to tell the methods used until some later date. 

103 



Electric Shock 

Four players who can act well together and be able to hold them- 
selves under perfect control are chosen. 

This game is well adapted to purposes of a side-show. 

In the center stands a small table upon which are placed a few 
metal articles, such as a knife, fork, spoon, flatiron, scissors, and 
key. The confederates agree upon the article which shall give the 
shock (there must be no doubt about this) ; also choose a different 
one at each performance. 

All being ready, those of the guests in the main room who would 
like to undergo electrical treatment are invited to do so one by one. 
Explain that one of the articles is electrified and tell him to discover 
which, by gently touching each in turn. Suppose the key had been 
selected as the current carrier. The confederates then join hands 
and stand around the table. Should the patient prove dilatory the 
others will begin to jump quietly up and down and ask him to be 
quick as they are feeling the current. 

If he touches the knife, the spokesman of the four will say to 
his fellows, who are still moving, "It wasn't that: I feel nothing do 
you? 

Of course, he will come to the key sooner or later, and the mo- 
ment he touches it the others give a terrific yell simultaneously — 
they have received a shock! And so has he! The patient is now 
taken into the partnership and another invited in. Or all can be 
sent back after they receive their shock. 

Hallowe'en Story 

A Hallowe'en Story should be told by a dim, dim light from one 
candle, both teller and listeners seated on the floor close together. 
The story should be short, fantastic, and weird, with a thrilling climax 
and a ludicrous ending to break the tension. The story may begin 
with a lonely, deserted cabin in a howling storm, with wailing winds, 
groans, and horrible sounds, followed by knockings (at a pre- 
arranged signal they are heard, loud and sudden on the hall door). 
Enter a Ghost, dragging a clanking chain, and rattling dried bones. 
He may be hunting for buried treasure, stolen gold or jewels, or for 
his lost arm or head; he asks each one present for what he wants, 
then accuses some person present of having stolen or hidden it; an 

104 



accomplice pretends to search the accused, and produces a brass 
ring, bits of glass, a big bone, a doll's leg or arm, a pumpkin-head 
or a cabbage-head; the finder shows it by the light of a match or 
candle, the ghost seizes his property, puts out the light and rushes 
off with fiendish shrieks; as the door slams all lights are turned on. 



/ propose to you a stunt: that at your next social you try faithfully to 
leap over the barriers of reserve that k ee P V ou ou * °f someone s life. — Amos R. 
Wells. 



Ta ra ra ra boom de ay. 

What's the matter with San Jose? 

We're from First Church, what do you say? 

Ta ra ra ra boom de ay. 



105 



ARMISTICE DAY CELEBRATION 

Games of All Nations, could be used for an evening's program on 
Nov. 1 1 th. Be sure to sing some of the other National songs besides 
our own, during the evening. 

God Save the King. 

The Marseillaise. 

Blue Bells of Scotland. 

Beautiful Venice, The Bride of the Sea. 

GAMES 
Slipper Slap "Denmark" 

All stand in a circle; one is in the center. A slipper is passed 
behind backs. Therefore, all must stand shoulder to shoulder. It is 
quite allowable to hit the center player whenever an opportunity 
offers. He must endeavor to catch someone with the slipper in their 
hand. If he can do this, that person must go to the center. 

Oyster Shell "Ancient Greece" 

Two parallel lines are drawn across the center of the room, with 
a space of a few feet between them, which is neutral territory. 
Also two lines are drawn at either end of the room. 

The players are divided into two sides and line up on either side 
of the center lines. A piece of cardboard, cut to represent a large 
oyster shell, has a black spot on one side. Each side chooses whether 
they shall be the "Black" or "White" side. 

A leader, standing in the neutral territory tosses the oyster shell 
up, and if it lands "black spot up" the "Blacks" must run for their 
goal, the "Whites" chasing them, etc. Any one tagged must go to 
the other side. Each one so tagged counts one point for that side. 
When signal is sounded the side that has the most number of points 
wins. 

Rolling Target "North American Indians" 

Provide one iron hoop and five tennis balls. Five from a side 
play at a time. A leader rolls the hoop for each side. The five 
contestants line up, a few feet between each player. _.ach is given 
a ball. As the hoop passes them, they must try to throw their ball 

106 



through the hoop. If successful it counts 1 for their side. After 
three trials, all the points possible are counted, and the other side 
then plays. 

Chinese Wail 

Arrange as for Oyster Shell, with two lines in the center of the 
room, about four or five feet apart. The one who begins the game, 
must stand in this space or "on the wall." Company is divided into 
two sides, which line up on either side of the wall. When a whistle 
is blown the sides must change places. The center player tries to 
tag as many as he can. All these must aid him thereafter in tagging 
others. The last one to be caught starts the game if it is played a 
second time. 

Widower "Sweden" 

Each secures a partner and stands in a long line, one couple be- 
hind the other. There is one player "out" who must stand at the 
head of the line, but facing the same way. When he calls "Last 
couple out," the last couple in the line must run forward, the boy 
on one side of the line and the girl on the other, and when they 
pass the front player he must try to tag one of them before they 
can clasp hands. If he is successful he takes the girl for his partner, 
takes his place at the head of the line, and the other boy is "out." 

Oats, Peas, Beans "Italy" 

This is an old traditional singing game played at Harvest Festi- 
vals. The motions, and selecting of partners, indicates the custom 
of courtship and marriage at these sowing and harvest gatherings. 
It can be found in "Games for the Playground, Home, School and 
Gymnasium," by Jesssie H. Bancroft. 

Shuttle Relay "America" 

The players are divided into two or more groups of equal num- 
bers. Each group in turn is divided into two divisions, which stand 
facing each other in single file, with the leader of each division 
toeing a starting line. These should be considerable distance apart. 
At a signal, the leaders on one side run forward, give the flag to 
the leader of the line facing him, and pass at once away from the 
playing space. Each player thus runs only in one direction, instead 

107 



of in two, as in a single relay race. The team wins whose last 
player first dashes across the starting line opposite him with the 
American flag in his possession. Do not have sticks on the flags 
as they might get in someone's eye. 

Allied Flags 

Secure about ten of the allied flags. Form two lines of your com- 
pany. Have the sides named, as France and England. Have each 
side select a Captain to keep score. 

Director holds up one of the flags. AH of either side who think 
they know which country the flag represents will step forward about 
two feet from the main line. Each will say in turn which country 
he thinks. Director will then tell the name of the flag; all who 
have given same correctly will remain in place, those, incorrectly will 
step back to place. All who have spoken correctly count 5 points 
for their side. All step back in place as at beginning, Director 
holds up another flag, and so on. I ell people to try even if they 
are not sure about the name of the flag. 

Another way is to ask only three on each side for the answer. If 
they answer correctly, five points a piece for their side. If incor- 
rectly, minus one for their side. 

New Way of Securing Partners 

Make out regular programs. On the right hand inside page give 
a list of the games to be played and number each. On the left 
hand page give corresponding numbers with lines for names. Secure 
little "Allied Flag" stickers for the cover. Have the boys and girls 
find partners for all of the games by signing one another's programs. 

For the above games let each find their partner, and arrange so 
many couples on each side for the game or contest. 



The Nation Social, in which the various groups of foreigners furnisn the 
enertainment by appearing in native costumes and giving exhibitions of the 
manners and customs of their own countries, is another means of getting 
acquainted. — The Efficient Ep&orthian. 



108 



FEAST OF CHRYSANTHEMUMS 

This is a Japanese Festival and occurs in November. This could 
be made a very picturesque Reception of New Members. 

Have the girls on the Cabinet come dressed in Kimonos and with 
little fans in their hair. They are the Reception Committee. Every 
officer should have a band about his arm, giving his office. This is 
to thoroughly acquaint the new members with all of the officers. 

Japanese screens could be employed in the Decorating scheme 
and be sure to have vases filled with Chrysanthemums. 

A pretty twenty minute "feature" is a Japanese Wedding. This 
could be presented by non-cabinet members so that more will be in 
on the "doings." Very little talent is needed for this and no speak- 
ing is required. 

A Japanese Song could be given next. 

Oriental Greeting 

Each New Member is introduced to as many as possible. Each 
shakes his own hands and bows. 

Occidental Greeting 

Or a good Methodist Shakedown can be indulged in next, where 
each gives the New Member a good pleasant shake of the hand. 

JAPANESE GAMES 
Flowers and the Wind 

See under a Bird Social in May. 

Flower Petal Game 

The face of a pretty girl is drawn on a heavy piece of paper and 
tacked on the wall. Each in turn is blindfolded and given 

First one: a red petal of a rose to paint the lips in the picture. 

Second one: two pink geranium leaves for the nostrils. 

Third one: two pink rose leaves for the cheeks. 

And so on with violets for the eyes, sunflower petals to make 
the golden tresses, etc. 

As each one places his flower petals, his name is written where he 
touches the picture. One coming the closest to the correct spot 
wins some small Japanese article. 

109 



With a very small gathering each one present makes an entire 
picture with the flower petals. The best picture wins a Japanese 
print or a diminutive Japanese plant. 

Tissue Paper Flowers 

Have different colored tissue paper on hand. Each may choose 
a color to make a flower with* also a slender wire for a stem and a 
few green leaves or green paper to make leaves. It is surprising 
what pretty flowers can be manufactured in a short time from these 
materials. A large chrysanthemum could be the prize. 

Yemari 

All stand in a circle. One is given a rubber ball. That one com- 
mences to bounce the ball, hitting it with his hand again and again; 
as soon as the ball goes outside of his reach the one near it bounces 
it and so on. Each must not move from his or her place, but if the 
ball comes near them they must bounce it until it moves away from 
them. If anyone misses the ball when it comes their turn to hit it 
to the floor again, they forfeit their place in the circle and so on until 
there is oi)ly one left. That person is declared the winner. 

The Ribbon's End 

All the players place themselves in a row, one behind the other 
with hands on the shoulders of the one in advance. One person is 
selected as Catcher. The Ribbon eludes the attempts of the Catcher 
to tag the end player in the line, by twisting and turning. When the 
Catcher finally tags the end player, the first one in the line must be 
the Catcher, for allowing this to happen, and the Catcher becomes 
the end player. 

Japanese Fan Ball 

Secure two or more Japanese paper balls. Each selects three 
from their side to compete one after another, in fanning the paper 
balls from a starting point to a chair, underneath the chair to a 
goal, back under the chair and to the starting point. 

Japanese Tag 

Ordinary tag except for the fact that wherever a player is tagged 
he must put his left hand on that place until he tags someone else. 

no 



List of Favorites 

Each one is supplied with a piece of paper and a pencil. The 
Fourth Vice-President asks each to write his favorite fruit; season; 
city; color; book; pleasure; State; name; flower; scenery; jewel. 
These papers are then collected and read, all trying to guess from 
the preferences who wrote them. First one shouting the right 
name gets a flower. One with most flowers at the end of the read- 
ing, wins a small prize. 



The Chapter misses a great opportunity if it neglects to ma^e due recogni- 
tion of the new members when they are received. It need not he elaborate, but 
it ought to be impressive. — Dan B. Brummitt. 



ill 



TOWN ELECTION IN DECEMBER 

Divide your company into four groups. They can select any 
political name they desire, as Republican Party, Democrats, or 
even Whigs if they desire. 

Each side nominates a person for "Mayor." Then there is a con- 
test between the sides; the winning side thereby elects their Mayor. 

Two sides compete against each other and then the two winning 
sides, compete for final winners, in the following game. 

Red Stocking Game 

Have two large red stockings. Have all sized packages to put in 
the stockings. Packages must be passed one at a time down the 
line and placed on the floor beside the last person, then passed 
back up the line and placed in the stocking. Line to finish first, 
wins. The winning side's candidate is written on the blackboard 
opposite his office of Mayor. 

A "Judge" is next nominated for office by each party. The con- 
test is 

The Night Before Christmas 

Write out this poem, leaving out an important word now and then. 
See which party can fill in the most missing words first, and correctly. 
A "Surveyor" is next nominated for office. The contest is 

Star Game 

Each party is given a large paper star. The side having the most 
number of "star" names written down when the signal for the end 
of the game sounds, wins. This game could be "national stars" 
(names of great Americans). 

A "Tax Collector" is next nominated for office. The contest is 

Menu for Christmas Dinner 

See which side can prepare the Best Menu for Christmas Dinner. 
A "City Printer" is next nominated for office. The contest is 

Mince Pie 

Cut thin cardboard to represent big pieces of pie. Thereon write 
"Christmas" words pied (that is jumbled). Would suggest about 

112 



ten. The side to rearrange the words in their proper order first, 
wins. 

All of the candidates elected now are called upon to make a short 
speech telling what they are going to do for their town. The one 
that makes the best speech should be awarded some token. 

The side that has the most candidates elected should also be given 
a prize, as a box of candy. 



When a Cabinet officer things that the Chapter cant get along without 
him y it is time for another election, no matter what the Constitution says. — The 
Efficient Epworthian. 



Mince-pie is more than ingredients, but when you improve the ingredients 
you improve your chances of getting a better pie. Get the best material for the 
devotional meeting that you can find. — Dan B. Brummitt. 

The Editor recommends the best material possible for the Epworth League 
Social. 



113 



MOTHER GOOSE FESTIVAL 

Each receives a name pinned on, of a Mother Goose Character. 

A Wild Goose Chase 

A Wild Goose Chase then takes place. Each is given a piece of 
paper with directions on it, as "Look under the clock," and when 
the person has done this he finds another piece which reads, "Look 
under the carpet." Finally after the fourth or fifth direction he 
finds half of a proverb. The persons whose proverbs match are part- 
ners for the next game. 

Mistletoe 

Display a piece of mistletoe and have each couple guess how many 
berries it contains. Count them carefully and the couple coming 
nearest to the correct number wins. 

A good way to keep score of the winners and necessitating only 
one prize, is to give out large Christmas Tags; each time a couple 
wins they each get a Christmas seal on their tags. 

Mother Goose 

All sit in a circle. Each keeps his own character name. This 
game is played like Stage Coach. When their name is mentioned 
in the story, each must whirl three times. Of course a stout man 
will be "Little Jack Sprat." Perhaps he will have to whirl often. 
When "Fairyland" is mentioned all change places. When the signal 
for the end of the game is given, ones sitting next to each other are 
partners for the next game. 
Nursery Rhymes 

The partners in this game must take both of their Mother Goose 
names and make a rhyme containing both names. The most clever, 
wins. 
Still Hunt for Words 

Each one is given a letter of the alphabet. Have many vowels. 
All work in couples. Each couple is given a pencil and piece of 
paper. 

All move about the room trying to form some word by standing 
next to another person or persons. Partners can work separately in 
forming the words but come and tell partner each time so that the 
word formed can be noted on their paper. If one has the letter I, 

114 



he could stand next to a person having S, and form the word IS, 
and if H happened along just then he could claim another word. 

Wooden Goose Race 

Secure two of the funny art nouveau geese which move on wheels, 
wagging their heads and clapping their bills. Two players at a 
time push these over a prearranged course with canes. The players 
who win in the first races can match each other for the second con- 
tests, and so on. Or each time a player wins, he wins also for his 
partner and they each receive a Christmas seal on their Christmas 
tags. If you do not wish to make this a very long contest, divide 
the company into sides, select one from each side to compete, the 
side winning, each receives a Christmas seal on their Christmas tags. 

Conundrums 

Conundrums are matched for partners for refreshments. Write 
the conundrum on one piece of paper and the answer on another. 
Give out the conundrums to the boys and the answers to the girls. 
"Conundrums" by Dean Rivers is a good book to use for this. 

Small funny little toys could be brought done up gayly with 
Christmas cord. These could be addressed to anyone the doners de- 
sired. All are placed about a small Christmas Tree. The Fourth 
Vice-President might have some extra trinkets wrapped up ready to 
address to anyone not provided for by the guests. 

Just before refreshments a "Santa Claus" is appointed and the 
names called out. This will indeed be a merry way to end up the 
social. 



Study your League roll, not to see how many you may cut off, but to dis- 
cover how many you can £eep on if you try hard enough. — The Efficient 

Epworthian. 



115 



INDEX 

It is indeed difficult to arrange an index of games in any arbitrary 
manner. Many of the games given here could be used alike for a 
large crowd or a small one, if with a large crowd numerous groups 
are formed. Do not pass a game by because it is indexed under 
games suitable to a large crowd. The same advice applies to the 
other headings. 

The best method to use in planning a social is first, to decide near 
what holiday or in what season it falls; second, to select the social 
in this book that will nearest meet your needs. Then if the games 
given are not new or do not seem to be appropriate select others 
from various socials given, and work these into the social. If you try 
to work out a RELATED program and games appropriate to some 
holiday or seasonal idea, it will indeed be a pleasure to plan a social 
and your social committee will seem ready to co-operate more fully 
with your ideas. 

SELF-STARTERS 

Page 

Advertisements, guessing 37 

Artistic Reflections 97 

Charlie Over the Water 45 

Coffee-pot 86 

Columbus 94 

Comic Valentine Cut-up 25 

Conundrums 1 1 5 

Dates 59 

Descriptions 83 

English Characters 44 

Getting Acquainted 43 

Harvest Home, partners 91 

Heart Hunt 26 

Hiram and Mirandy ... 70 

Jolly Miller 85 

Matching States and Capitols 77 

Mystical Numbers 1 

Novel Handshake 69 

116 



Page 

Occidental Greeting 109 

Oriental Greeting 109 

Paper Bags 34 

Slipper Slap _ 106 

Squirrel Tree Tag; see under Rabbit 21 

States; Guess by Shape 74 

Still Hunt for Words 114 

Thirteen Stripes 67 

Threads of Fate 97 

Trading Events 12 

Train Game 72 

Tucker 26 

Valentine Alphabet 25 

Wearing of the Green „ 31 

Wild Goose Chase 114 

Zero Game 1 1 

Zip and Zap 62 

GAMES FOR A SMALL PARTY 

Anatomy 78 — A 

Artists, Composers, Authors 83 — T 

Barnyard Noises 86 — A 

Benefactions 96 — T 

Blindfold Pig 86— C 

Book Reviews 40 — T 

Botanical Puzzle 84 — T 

Cat Game 95— T 

Cat Island 95— C 

Cat and Mouse; new method 47 — A 

Charlie Over the Water 45 — A 

Coffee-pot 86 — T 

Columbian Puzzle 94 — T 

Composition 39 — T 

Cross Questions, Crooked Answers 48 — T 

Descriptions 83 — T 

Double Meanings 101 — T 

T — Games of Thought, Wit and Memory C — Contest A — Active 

117 



Page 

English Flag ~ 44 — T 

Famous Numbers 12— T 

Famous Stars 67 — T 

Fish Pond ..- 35— C 

Flower Petal Game 109— C 

Forfeits 48 

Fortune Cake 1 00 

Going to London 45— A 

Grain 91— T 

Hat Quoits 39— C 

Heart Game 29 

Heart Hunt 26— C 

Heart Sentiment 27 — T 

Hearts and Arrows 28 — C 

Hidden Advertisements 39 — T 

Hidden Fortunes 99 

Hunt the Slipper ~ 45 — A 

Husking Bee '. 92— T 

Jenkins Says Hands Up 46 — C 

King's Considering Cap 14 — T 

Kismet 101 

Lettuce Leaves 32 — T 

List of Favorites Ill — T 

Live Stock Exhibition 92 — T 

Love Letters 28 — T 

Love Letters, Advice to the Lovelorn 39 — T 

Mysterious Answer 101 — A 

Navigating to the New World 95 — C 

Newspaper Toys 40 — C 

Nursery Rhymes 1 14 — T 

Original Sketches 83 — C 

Paper Doves 29— C 

Picture Scramble 35 — C 

Pictures, well known 42 — T 

Pictures, English 43 — T 

Pie Plate Contest 35— C 

T — Games of Thought, Wit and Memory C — Contest A — Active 

118 



Page 

Pioneers 23 — T 

Portraits, with left-hand 34 — C 

Potato Race 36 — C 

Resolutions 1 1 

Ribbon Matching Contest 40 — C 

Sentences from Numbers and Letters 13 — T 

Squirrel 52 — C 

Star Game 94— T 

Star Game, National Stars 112 — T 

Stings of the Spooks 99 — T 

Tissue Paper Flowers 110 — C 

Trees 51 — T 

Trip to Dublin 32 — C 

Truth ; 42 

Wild Game 22— T 

GAMES FOR FORTY GUESTS 

Allied Rags 1 08— T 

Apron Wearing Contest ~ 19 — C 

Arithmetic 78 

Baste the Bear 22— C 

Beach Games; see under Beach party 69 

Bible Study; a good Bible Game 54 — T 

Bird Catcher 51— A 

Bird Sellers * 50— A 

Blindman's Race 69 — A 

Bouts Rimes 16 — T 

Buzz and Fizz 13 — C 

Cake Sale 18-T 

Cane 60 — C 

Clothes Hanging Contest 86 — C 

Clothes Pin Relay 86— C 

Coon Hunt 20— C 

Crab Race 60 — C 

Cross Country Hike 55 

Drop the Shamrock 31 — A 

T — Games of Thought, Wit and Memory C — Contest A — Active 

119 



Page 

English Characters 44 — A 

English Cities 44— C 

Feather 47 — C 

Flying Dutchman; see Mysterious Partner 63 — A 

French Buff 1 7— A 

Going to Asilomar 57 — A 

Handkerchief Guess 64 — C 

Harvesting Contest . 84 — C 

Hawaiian Islands 59 — C 

Hiram and Mirandy 70 — A 

History 78 — C 

How Do You Like Your Neighbor? 40 — A 

Indian War Dance 22 — C 

Indoor Golf 34— C 

Irish City Charades 32 — C 

Japanese Fan Ball 110 — C 

Japanese Tag 1 10 — A 

Joke Hunt 32 

Junior League ; cut-out contest 55 — C 

Lakes of Killarney 31 — A 

Letter Game 77 — T 

Menu For Christmas Dinner 112 — C 

Mince Pie ..,.112— T 

Mission Study ; guessing Nationalities 54 — T 

Mistletoe '. 1 14— C 

Months . 12— T 

Mother Goose 1 14 — A 

Musical Arms 42 — A 

Mysterious Coin 17 — C 

Mysterious Partner 63 — A 

Newspaper Race - 37 — C 

Newspaper Swat 38 — A 

Newspaper Tag 38 — A 

Newspapers, Boys dress Girls in 37 — C 

Night Before Christmas 112 — C 

One, Two Three 10 — A 

T — Games of Thought, Wit and Memory C — Contest A — Active 

120 



Page 

Prairie Fire 20— A 

Prairie Schooner 23 — A 

Pratie Race 32— A 

Red Stocking Game 112 — C 

Reflections 70— A 

Ribbon's End 1 10— A 

Ringing the Liberty Bell 66 — C 

Snatch the Handkerchief 60 — C 

Stag 63— C 

Star Game 1 12 — T 

States, Guess by Shape 74 — T 

Suspended Hearts 27 — C 

Tennis Romance 64 — C 

Thirteen Stripes 67 — A 

Threads of Fate 97 

Towel Relay 86— C 

Trip to Belfast 31— C 

Two Rings _ 62 — C 

Valentine Alphabet 25 — C 

Volcano _ 61 — A 

Wild Goose Chase 114 — A 

Wooden Goose Race 115 — C 

Yemari 110— C 

Zero Game 1 1 — C 

GAMES FOR A LARGE SOCIAL 

Aquatic Carnival 69 — C 

Apple Relay 92 — C 

Asilomar and Delegates 56 — A 

Asilomar and Your Own Home Town 56 — A 

B. P. C, L. P. C, N. P. C. Contest 18— T 

Chinese Wall 107— A 

Circle Ball 70— A 

Columns 38 — A 

Corn Contest 91 C 

Dodge Ball 63— A 

T — Games of Thought, Wit and Memory C — Contest A — Active 

121 



Page 

Farmer in the Dell 76 — A 

Fisherman 62 — A 

Flowers and the Wind 53 — A 

Going to Asilomar . . 57— A 

Go Walking Round the City 76— A 

Indoor Baseball ~ 58 — C 

Jolly Miller 85— A 

Last Couple Out; see Widower ....107 — A 

Matching States and Capitols 77 

Merry-Go-Round - - 90 — A 

Mystical Numbers 10 — A 

Novel Handshake 69 

Oyster Shell . 1 06— A 

Paul Revere's Ride 66 — C 

Post Office 73— A 

Quadruple Change 57 — A 

Rabbit 21— A 

Rolling Target , 1 06— C 

Shuttle Relay 1 07— C 

Slipper Slap 1 06 — A 

Squirrel Tree Tag 21 — A 

Spook, Spirit and Ghost Race 98 — A 

Stampede 2 1 — A 

Still Hunt for Words „ 1 14— C 

Three Deep 11 — A 

Track Meet 79— C 

Trading of Events 12 — -C 

Train Game 72 — C 

Triple Change; see One, Two, Three 10 — A 

Tucker; see Cupid 26 — A 

Widower 1 07— A 

MYSTERY GAMES 

Bird's Nest 52 

Electric Shock 1 04 

Magic Wand ..102 

T — Games of Thought, Wit and Memory C — Contest A — Active 

122 



Page 

Mysterious Coin 17 

Mysterious Guessing Bag 100 

Mysterious Portrait _ 1 03 

Mystical Numbers 10 

NOVELTIES 

Announcement of Courses 81 

Aquatic Carnival 69 

Alphabet Fortune 101 

Apron Wearing Contest 19 

Art Exhibit 89 

Artistic Reflections - 97 

Barbara Frietchie 68 

Bran Fortune Cake ■. 100 

Cakes, Girls Representing _ 1 7 

Charades, Illustrated 45 

Circulating Library 41 

Cross Country Hike ~ - 55 

Fish Pond 90 

Forfeits _ 48 

Fortunes 101 

Fortunes, from lines _ 97 

Future Wife's Name 100 

Ghost Room 99 

Ghost Wedding 100 

Hallowe'en Story 1 04 

Initiation 80 

Kissing the Blarney Stone 90 

Merry-Go-Round 90 

Mirror Test 98 

Novel Handshake 69 

Palms 59 

Riding the Breakers 60 

Side Shows at a Fair 88 

Show Places _ 72 

Spiritualistic Puzzle 98 

Spook Pictures __ 98 

123 



Page 

Straw Ride 85 

Threads of Fate 97 

Track Meet 79 

Trip to London 73 

Vivandiere 17 

TO SECURE PARTNERS 

Conundrums 1 1 5 

Cupid 26 

Going to Asilomar 57 

Harvest Home, partners 91 

Joke Hunt 32 

Jolly Miller : 85 

Kismet 101 

Lunch Partners 55 

Mother Goose . 1 14 

Mysterious Answer . 101 

New Method of Finding Partners 108 

Paper Doves ~ 29 

Reflections 70 

State Partners 74 

States and Capitols - 77 

Valentine Partners by hearts 26 

Valentine Partners, by a large heart 28 

Widower 1 07 

Wild Goose Chase 114 

TO DECIDE WINNERS 

Book Method ... 28 

Christmas Tags 1 14 

Hearts 26 

Newspaper Method 37 

Progressive Method 34 

Songs 33, 53, 58, 105 

Yells 24, 61, 71, 82, 87, 93, 96 



124 



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